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A Liga BSW apresenta

Regra Brasil
Versão 6.0
Oficial para todos os jogos,
torneios e campeonatos da Liga BSW

www.spellfire.org

2021
Clãs Oficiais da Liga BSW
SPELLFIRE
Regra Brasil 6.0
Oficial para todos os jogos, torneios e campeonatos da Liga BSW

Estão presentes aqui as regras de cartas:

Resource 5.0;

Cúpulas 2008, 2009, 2010, 2011, 2013, 2015, 2016 e 2021;

Pesquisa Brasil 2010;

Promos TSR;

Promos BSW;

1ª Edição em Português;

1ª, 2ª, 3ª e 4ª edição em inglês;

Séries: Ravenloft, Dragonlance, Artefatos; Forgotten Realms, Powers,


Runes & Ruins, NightStalkers, Draconomicon, Dungeons,
BirthRights e Underdark;

Boosters Online: Inquisition, Milleniun, Chaos e Conquest;

Série Mitos e Lendas

Boosters Online BRASIL: IQBR – MIBR – CHBR - CQBR

Séries 10 Anos: Ravenloft Chases e Chases Mitos e Lendas

Série 25 Anos

Erratas e Bluelines originais da 2.0

Decisões do Conselho da Liga BSW sobre Conflitos de Regras (ROC’s)


ÍNDICE

REGRAS DO JOGO ....................................................................................................................... 5


REGRAS CAMPEONATOS LIGA BSW ....................................................................................... 21
PESQUISA BRASIL E CÚPULAS ................................................................................................ 24
Spellfire® Reference Guide Volume II Errata - Version 1.1 ....................................................... 33
COUNTERS .................................................................................................................................. 33
CARTAS PROMO ........................................................................................................................ 37
PRIMEIRA EDIÇÃO EM INGLÊS ................................................................................................. 54
ESPECIAIS DA PRIMEIRA EDIÇÃO ............................................................................................ 81
PRIMEIRA EDIÇÃO EM PORTUGUÊS ........................................................................................ 85
TERCEIRA EDIÇÃO ................................................................................................................... 110
QUARTA EDIÇÃO ...................................................................................................................... 135
RAVENLOFT .............................................................................................................................. 195
DRAGONLANCE........................................................................................................................ 202
FORGOTTEN REALMS ............................................................................................................. 210
ARTIFACTS ............................................................................................................................... 220
POWERS .................................................................................................................................... 231
UNDERDARK ............................................................................................................................. 243
RUNES & RUINES ..................................................................................................................... 254
BIRTHRIGHT .............................................................................................................................. 265
DRACONOMICON ..................................................................................................................... 275
NIGHT STALKERS .................................................................................................................... 301
DUNGEONS ............................................................................................................................... 331
INQUISITION ONLINE................................................................................................................ 346
MILLENIUM ONLINE ................................................................................................................. 366
CHAOS ONLINE ........................................................................................................................ 387
CONQUEST ONLINE ................................................................................................................. 396
MITOS E LENDAS ..................................................................................................................... 402
INQUISITION BR ........................................................................................................................ 428
MILLENIUM BR .......................................................................................................................... 435
CHAOS BR................................................................................................................................. 440
CONQUEST BR ......................................................................................................................... 443
RAVENLOFT CHASES .............................................................................................................. 446
CHASES MITOS E LENDAS ...................................................................................................... 449
SÉRIE 25 ANOS ......................................................................................................................... 454
BLUELINES .............................................................................................................................. 458
COMBOS PREMIAÇÃO AOS CORAJOSOS ............................................................................. 464
REGRAS DO JOGO
O QUE SÃO ESTAS REGRAS? Darkness Together ao final do turno corrente, exceto se o
Essas são regras para o jogo SPELLFIRE muito similares às da jogador substituir a carta destruída pela mesma carta, o que
última edição do jogo (4ª Edição). Essas regras trazem as só poderá ser efeito após o término do jogo em andamento.
modificações adotas pela Liga BSW (Brazilian Spellfire De modo semelhante, não existe a chamada “regra do toque”
Warriors) em seus torneios oficiais, o que inclui comentários em torneios. Se um campeão lança um feitiço ofensivo em
adicionais sobre diversas cartas e situações, já que aqui não outro que é imune, via de regra é permitido que ele redirecione
há a limitação de espaço como nas regras publicadas como o o feitiço para um outro alvo válido (a exceção seria o campeão
jogo. lançar um feitiço em outro virado para baixo que seja imune,
caso em que o feitiço seria desperdiçado). Da mesma
REGRAS maneira, se um jogador inadvertidamente ataca com um
SPELLFIRE é um jogo de cartas colecionáveis para dois ou campeão contra outro que possui a habilidade de matá-lo
mais jogadores. A idéia é que cada jogador construa um automaticamente (um exemplo seria atacar com um monstro
baralho próprio utilizando as cartas que possui. Muitas cartas estando a Adorável Collen no poço do defensor), é permitido
possuem poderes estranhos que alteram ou quebram as que ele volte o seu ataque, exceto nos casos em que o
regras do jogo. Em todos os casos, o poder da carta prevalece campeão adversário está virado para baixo. Lembre-se que o
sobre as regras aqui descritas. objetivo do jogo é que todos se divirtam!
Essas regras são um pouco diferente daquelas descritas na 4ª
Edição. Em qualquer caso, essas regras prevalecem sobre MAS O QUE É TUDO ISSO?
todas as demais publicadas. As maiores mudanças incluem: A idéia do jogo é a construção de um império. Para isso, cada
jogador compra e joga cartas de seus próprios baralhos. Por
• Quando um jogador ficar sem cartas para sacar, ele ser um jogo de cartas colecionáveis, cada jogador tem o seu
reembaralha a sua pilha de descartes para formar uma nova próprio baralho. Cartas do baralho de um jogador jamais se
pilha de saque no final de seu turno corrente. misturam com as cartas do baralho de outro jogador.
Enquanto cada jogador tenta construir o seu próprio império,
• Ancient Kalidnay, juntamente com o evento Caravana, não os demais tentam destruí-lo. Cada jogador usa campeões de
podem ser utilizados até que todos os jogadores tenham fantasia (clérigos, heróis, magos, monstros e outros) para
jogado o seu primeiro turno (ou tenham passado o seu turno). atacar e defender seus impérios. Feitiços, itens mágicos,
O último jogador do ciclo pode utilizar ambas as cartas artefatos, eventos, aliados e outras cartas especiais ajudam
livremente. esses campeões. Se o ataque for bem-sucedido, parte do
império do defensor é arrasada ou o campeão defensor é
• É permitido a todos incluir um avatar “grátis” em seus derrotado. “REINO ARRASADO” é um termo que aparece
baralhos; isso significa que o nível da carta não contará para o frequentemente nesse conjunto de regras.
cálculo do limite de campeões no baralho, porém ele ainda Como em qualquer jogo, o objetivo é se divertir. Não se
conta como uma carta no limite total permitido para a apegue a tecnicidades ou jogue com a “regra de toque”.
construção do baralho. Ninguém se diverte quando alguém banca o advogado das
regras. Jogue franca e honestamente. Seja compreensivo e
• As regras blueline apresentadas nos dois guias de referência permita que o oponente refaça algumas jogadas quando ele
(SG1 e SG2) são válidas e obrigatórias em jogos de torneio. A não entender bem o que está acontecendo. Lembre-se que
Regra Brasil contém todas as regras blueline publicadas isso é apenas um jogo.
nesses dois documentos.
AS CARTAS
• Houve esclarecimentos sobre situações como término da Cada carta possui formato e aparência parecidos. Pare uns
pilha de saque do jogador, campeões que possuem a instantes para observar as cartas. As cartas horizontais
habilidade de lançar “todas ou qualquer” de um tipo de carta geralmente possuem imagens de mapas; elas são os reinos
específico, cópia de poder de outras cartas, a área das cartas que formarão o seu império. O restante das cartas são
fora do jogo e pegando cartas emprestado. Para mais posicionadas na vertical. No canto superior esquerdo está o
informações, procurar a seção correspondente. símbolo que identifica o tipo da carta. O símbolo do campeão
mago e do feitiço de mago possuem o mesmo formato, porém
• Eventos jogados são mandados para o Void (área para as as cores são diferentes. O mesmo vale para os símbolos de
cartas fora do jogo). Eventos descartados antes de serem campeão clérigo e feitiço de clérigo, o símbolo de campeão
jogados são mandados para o Abismo. psciônico e poder psciônico, etc. Os símbolos de feitiços e
poderes são de um tom amarelo pálido.
Além disso, saiba que essas regras foram exaustivamente Sete desses símbolos pertencem a um único tipo de carta:
debatidas por seus companheiros jogadores de SPELLFIRE. campeão. Clérigos, heróis, monstros, magos, psciônicos,
Quando possível, esclarecimentos e exemplos foram ladrões e regentes são todos campeões. Regras sobre
acrescentados visando tornar as regras o mais simples e claro campeões em geral se aplicam a quaisquer desses tipos,
possível. Como espaço não é problema nessa versão das porém há algumas regras que se aplicam exclusivamente a
regras, procurou-se discutir amplamente os pontos mais um único tipo de campeão.
complicados das regras. Alguns dos símbolos possuem um número. A maior parte dos
campeões possuem um número como nível. O número
PROTOCOLO PARA TORNEIOS representa o nível da carta. Quanto mais alto o nível, mais
Não há nenhum tipo de ante ou sideboard nos torneios que poderosa é a carta. A maioria das cartas é de níveis que
utilizam a Regra Brasil (para exceções, procure a seção de variam de 0 a 9, porém algumas cartas, notadamente os
variantes de estrutura de torneio). Os jogadores são avatares e os seletos campeões “GIB”, possuem níveis muito
encorajados a criar o baralho mais competitivo possível mais altos.
levando em conta as diversas estratégias que podem ser Alguns campeões e aliados possuem uma "?" como nível. Isso
utilizadas contra a sua criação. Não é permitido aos jogadores significa que o nível base é desconhecido até que as
trocar de baralho ou adicionar cartas ao baralho após o início condições que a carta estabelece sejam cumpridas,
de um torneio a menos que existam regras especiais para garantindo assim um nível ou o bônus para a carta.
aquele torneio específico. A única exceção a essa regra é a
reposição de uma carta destruída pelo efeito do evento Enter

Regras da Jogo - Página 5


MUNDOS Itens Mágicos 0–15 Combate Desarmado qualquer
Na parte inferior da carta há uma caixa na cor de mármore Eventos 0–13 Feitiços de Mago qualquer
que contem quatro elementos, sendo o mais óbvio o logotipo Total 75
do mundo. Os logotipos são ADVANCED DUNGEONS &
DRAGONSÆ, BIRTHRIGHTÆ, DARK SUNÆ, DRAGONLANCEÆ, *A soma dos níveis dos campeões em um baralho deve ser
FORGOTTEN REINOSÆ, GREYHAWKÆ e RAVENLOFTÆ. Somente igual ou inferior a 125 níveis. Use o número que aparece no
campeões, artefatos, reinos e fortalezas possuem um logotipo símbolo da carta para determinar o nível de um campeão. Se
que identifica a que mundo pertencem, e esses logotipos houver mais de um número, use o primeiro. Note que cada
identificam quais cartas podem ser jogadas em conjunto. Por jogador pode incluir um avatar em seu baralho de graça; seu
exemplo, um campeão AD&DÆ pode usar apenas artefatos do nível não conta para o cálculo dos 125 níveis, mas ele conta
mundo AD&D. Reinos AD&D somente podem ter como anexo como um campeão para o limite do total de cartas.
fortalezas do mundo AD&D.
BARALHO DE 110 CARTAS
PODERES ESPECIAIS Este é o maior baralho sancionado para uso me torneios
A caixa cor de mármore na parte inferior de uma carta de oficiais de SPELLFIRE. Esses grandes baralhos normalmente
SPELLFIRE contém o seu poder especial. Esse poder é uma são bem orientados estrategicamente, já que a chance de
habilidade ou função que foge às regras normais do jogo. uma carta específica ser comprada é metade da chance se
Características raciais e de movimento não são consideradas comparado a um baralho comum. O torneio de campanha
parte do poder especial da carta. Um elfo sempre será um clássico geralmente utiliza baralhos de 110 cartas.
elfo, um voador continuará sendo um voador e um morto-vivo
sempre será um morto-vivo. Cartas que retiram o poder Cartas-regra 0–5 Aliados qualquer
especial de uma carta nunca cancelam essas características. Reinos 15–30 Hab. Sangue qualquer
Cartas com poderes que retiram especificamente uma Fortalezas 0–10 Feitiços de Clérigo qualquer
característica de um campeão (como por exemplo ser voador, Campeões* 4–40 Poderes Psciônicos qualquer
morto-vivo, entre outras) funcionam normalmente. Artefatos 0–15 Hab. Ladrão qualquer
Os Guias de Referência fazem alguns esclarecimentos que Itens Mágicos 0–20 Combate Desarmado qualquer
não foram impressas nas cartas em si. Isso garante que Eventos 0–17 Feitiços de Mago qualquer
aqueles campeões possuam as características especificadas, Total 110
fazendo-os voadores, nadadores, mortos-vivos, etc. Essas são
as chamadas regras blueline, e elas NÃO são opcionais em *A soma dos níveis dos campeões em um baralho deve ser
torneios oficiais de SPELLFIRE — elas são parte das regras. igual ou inferior a 180 níveis. Use o número que aparece no
símbolo da carta para determinar o nível de um campeão. Se
O BARALHO houver mais de um número, use o primeiro. Note que cada
Um baralho padrão de SPELLFIRE contém uma combinação de jogador pode incluir dois avatares em seu baralho de graça;
reinos, fortalezas, campeões, aliados, eventos, feitiços, itens, seus níveis não contam para o cálculo dos 180 níveis, mas
artefatos e outras cartas. A combinação exata depende do eles contam como dois campeões para o limite do total de
baralho e do jogador. Cada tipo de carta tem o seu propósito e cartas.
valor dentro do jogo.
Nenhuma carta pode aparecer mais de uma vez no baralho, a Nos torneios sempre deveria ser avisado quais regras
menos que a carta especifique que ela pode aparecer mais de opcionais e condições de vitória serão aceitas de maneira que
uma vez em um mesmo baralho, como a carta Besouros permita aos jogadores criar baralhos que se adequem às
Shaqat (329/3ª) ou War Party (54/3ª). A carta é considerada a intenções do evento. Se não houver nenhuma aviso, presume-
mesma se ela possuir ao mesmo tempo o mesmo nome e o se que se está jogando pela modalidade padrão de vitória ao
mesmo símbolo. se completar um império com seis reinos. Se se está
Há três diferentes tamanhos de baralhos de SPELLFIRE que planejando um tipo específico de torneio, os jogadores
podem ser usados em torneios, todos com diferentes limites deveriam conhecer as regras específicas para aquele torneio
para cada tipo de carta que se pode incluir em cada um. antes de construírem os seus baralhos.
Os participantes de um torneio não podem escolher quais
BARALHO DE 55 CARTAS (PADRÃO) regras opcionais irão usar durante a partida,mesmo que todos
Cartas-regra 0–3 Aliados qualquer na mesa concordem com isso. O responsável pelo torneio é
Reinos 8–15 Hab. Sangue qualquer quem decide sobre o uso de uma regra opcional.
Fortalezas 0–6 Feitiços de Clérigo qualquer
Campeões* 1–20 Poderes Psciônicos qualquer CARTAS DUNGEON
Artefatos 0–10 Hab. Ladrão qualquer Estas cartas especiais são consideradas uma carta grátis na
Itens Mágicos 0–12 Combate Desarmado qualquer construção do baralho; elas não contam como parte do
Eventos 0–10 Feitiços de Mago qualquer baralho, desse modo atualmente o tamanho dos baralhos são
Total 55 56, 76 ou 111 cartas. Originalmente introduzida na coleção
Dungeons, a carta dungeon garante ao jogador vantagens
*A soma dos níveis dos campeões em um baralho deve ser especiais. Essas vantagens podem ser de qualquer tipo,
igual ou inferior a 90 níveis. Use o número que aparece no desde acionar regras que normalmente seriam opcionais até
símbolo da carta para determinar o nível de um campeão. Se proteger o seu baralho contra inspeção.
houver mais de um número, use o primeiro. Note que cada A menos que seja especificado nas regras do evento, todos os
jogador pode incluir um avatar em seu baralho de graça; seu torneios permitem o uso de cartas dungeon. Observe que
nível não conta para o cálculo dos 90 níveis, mas ele conta algumas regras opcionais podem estar em vigor para o
como um campeão para o limite do total de cartas. torneio, portanto tenha as regras em mente durante a
construção do seu baralho.
BARALHO DE 75 CARTAS
Estes baralhos são usados com frequência em torneios com COMO FUNCIONAM AS CARTAS DUNGEON
regras opcionais como Jogo dos Bárbaros ou quando se opta Os jogadores não embaralham suas cartas dungeon com as
pela formação de 10 reinos para se chegar à vitória. demais como é feito com uma carta-regra comum. No início do
jogo, cada jogador coloca sua carta dungeon no jogo.
Cartas-regra 0–4 Aliados qualquer Há somente três maneiras de se remover uma carta dungeon.
Reinos 10–20 Hab. Sangue qualquer O primeiro é através de um feitiço Wish. Se o feitiço Wish é
Fortalezas 0–7 Feitiços Clérigo qualquer lançado com sucesso, tanto o feitiço quanto o conjurador são
Campeões* 3–27 Poderes Psciönicos qualquer removidos de jogo, bem como a própria carta dungeon. Veja
Artefatos 0–12 Hab. Ladrão qualquer

Regras da Jogo - Página 6


as notas abaixo sobre a área para as cartas fora do jogo são descartados são enviados para o Abismo; as demais
(void). cartas vão para a pilha de descartes.
Gib Kcir (16/RR Chase) tem como poder especial colocar
qualquer carta não-reino no Abismo. Isso também remove a CARTAS SACADAS E TAMANHO DA MÃO EM JOGOS DE
carta dungeon do jogo, mas Gib Kcir permanece no Abismo, BARALHOS DE 110 CARTAS
então há a possibilidade que ela seja devolvida ao jogo mais Cada jogador compra sete cartas para formar a primeira mão.
tarde. No início do turno do jogador, ele compra cinco cartas. O jogo
A última maneira de remover uma carta dungeon é através de prossegue em sentido horário.
um ataque propriamente dito à carta dungeon. Este acontece No final do seu turno, um jogador somente pode ter doze
no passo 4 do turno do jogador ao invés de um ataque a um cartas em sua mão; as demais devem ser descartadas.
reino do oponente. Para uma carta dungeon ser atacada, no Eventos que são descartados são enviados para o Abismo; as
entanto, o dono da carta precisa ter uma formação, ou seja, demais cartas vão para a pilha de descartes.
ele precisa ter ao menos um reino em jogo, seja ele normal ou
arrasado. O MULLIGAN
Se o ataque é bem-sucedido e a carta dungeon é “arrasada,” Se o jogador não jogou um reino e não tiver um reino que ele
o campeão vitorioso é removido de jogo. Cartas anexadas ao possa jogar em sua mão no fim de seu segundo turno, o jogo
campeão são enviadas para a pilha de descarte. O atacante deve ser recomeçado. Ninguém ganha ou perde. O jogador
recebe então um ESPÓLIO DE DUNGEON. Se o defensor derrota que pedir mulligan deve ter jogado qualquer evento benéfico
o atacante, o defensor também recebe um espólio de que lhe dê a chance de conseguir um reino, como o evento
dungeon, não podendo haver mais nenhum ataque contra a Boa Sorte, e ele deve revelar a sua mão para provar que ele
carta dungeon. não possui reinos.
Um espólio de dungeon é um tipo especial de espólio da Pode ocorrer de um jogador sacar um reino, porém ser
vitória. O vitorioso compra uma carta, revelando-a a todos os obrigado a descartá-lo pelo poder de uma carta., o que lhe
demais jogadores. Se a carta comprada é um reino, o espólio daria o direito de pedir mulligan. Se no entanto o jogador
de dungeon é enviado para o Abismo e o vitorioso pode descartar o reino voluntariamente, ele não poderá pedir
embaralhar sua pilha de descartes com a sua pilha de saque. mulligan.
Se a carta sacada for de qualquer outro tipo, ele pode jogá-la Um jogador pode pedir mulligan desde que ele não tenha tido
como se fosse um espólio normal, seja colocando-a em jogo a chance de jogar um reino. Se um jogador tiver reinos em sua
no momento do saque, seja colocando-a em sua mão. mão, mas outros jogadores já os tiverem jogado, ele pode
Uma vez que a carta dungeon é removida de jogo, ela não pedir mulligan.
pode voltar ao jogo de nenhuma maneira. O único momento Mulligan só pode ser pedido por um jogador duas vezes em
em que você pode jogar uma carta dungeon é no início do uma partida. Na terceira tentativa, aquele jogador é obrigado a
jogo. continuar jogando com as cartas que ele sacou. Quando
iniciar um novo jogo por causa de mulligan, os jogadores
COMEÇANDO O JOGO precisam determinar novamente quem iniciará a partida.
Para descobrir quem será o primeiro a jogar, cada jogador
compra ao acaso uma carta ou corta o baralho, observando o VITÓRIA
último dígito do número da carta. O jogador que tirar o maior Uma partida de SPELLFIRE termina quando as condições de
número joga primeiro. Em caso de empate, os jogadores vitória são alcançadas. Em partidas de baralhos com 55 e 75
repetem o processo até que haja o desempate. Cada jogador cartas, a vitória é alcançada quando um jogador possui seis
então volta a reembaralhar o baralho e o coloca de cabeça reinos não arrasados em sua formação.
para baixo sobre a mesa. O jogador a sua direita deve então Jogos com baralhos compostos de 110 cartas terminam
cortar o seu baralho antes que o jogador que iniciará a partida quando um jogador possui 10 reinos não arrasados em sua
compre qualquer carta. Cada jogador possui a sua própria formação.
pilha de saque e nunca compra qualquer carta de outra pilha Alguns torneios com baralhos de 75 cartas utilizam como
de saques. regra opcional para alcançar a vitória que o jogador tenha uma
O tamanho do baralho utilizado determina o número de cartas formação com 10 reinos não arrasados, porém isso estará
compradas e o número máximo de cartas na mão de cada descrito nas regras do torneio.
jogador, o que será detalhado abaixo. Todos os jogadores
sempre compram o número indicado de cartas no primeiro Cúpula BSW 2016: visando compensar a vantagem que um
turno, independentemente de haver qualquer carta em jogo jogador possui ao ser o primeiro a jogar durante um duelo, a
que limite o número de cartas sacadas pelos oponentes. Por Regra do Protetor deve ser aplicada apenas ao primeiro
exemplo, se o Jogador A joga a carta-regra Taxation antes do jogador, de forma que o jogo termine caso o segundo jogador
seu primeiro turno, todos os jogadores ainda compram três coloque o sexto reino construído em sua formação.
cartas em seu primeiro turno. Após o primeiro turno, as regras
voltam a funcionar normalmente, logo, continuando o exemplo SEQUÊNCIA DO JOGO
acima, todos os jogadores obedeceriam normalmente a carta- Todo o jogador precisa seguir a seqüência de etapas corretas
regra após o seu primeiro turno. em seu turno. As etapas 1, 5, e 6 são obrigatórias; já as
etapas 0, 2, 3, e 4 são opcionais.
CARTAS SACADAS E TAMANHO DA MÃO EM JOGOS DE
BARALHOS DE 55 CARTAS ETAPA 0: JOGUE UMA CARTA-REGRA
Cada jogador compra cinco cartas para formar a primeira mão. Além de jogar uma carta-regra, nessa etapa também
No início do turno do jogador, ele compra três cartas. O jogo acontecem as ações que devem ser executadas no início do
prossegue em sentido horário. turno de um jogador. Por exemplo, Marco Volo permite ao
No final do seu turno, um jogador somente pode ter oito cartas jogador olhar e descartar a carta do topo da pilha de saque do
em sua mão; as demais devem ser descartadas. Eventos que oponente no início do turno daquele jogador (etapa 0).
são descartados são enviados para o Abismo; as demais
cartas vão para a pilha de descartes. ETAPA 1: COMPRE TRÊS CARTAS DE SUA PILHA DE
SAQUE
CARTAS SACADAS E TAMANHO DA MÃO EM JOGOS DE Algumas cartas permitem que o jogador compre cartas
BARALHOS DE 75 CARTAS adicionais todo o turno. A menos que especificado na carta,
Cada jogador compra seis cartas para formar a primeira mão. todas as cartas que permitem a compra de cartas extras o
No início do turno do jogador, ele compra quatro cartas. O fazem nessa etapa.
jogo prossegue em sentido horário.
No final do seu turno, um jogador somente pode ter dez cartas
em sua mão; as demais devem ser descartadas. Eventos que

Regras da Jogo - Página 7


ETAPA 2: JOGUE UM REINO E/OU UMA FORTALEZA
Apenas um de cada pode ser jogado a cada turno, mesmo ETAPA 6: BATA NA MESA PARA TERMINAR O SEU
que você tenha mais de um em sua mão. Passos A e B TURNO
podem ser executados em qualquer ordem. O jogador a sua esquerda será o próximo a jogar.

A) JOGUE, RECONSTRUA OU SUBSTITUA UM REGRA DO COSMO


REINO Apenas um de cada carta campeão, artefato, reino ou
Você só pode executar uma dessas três opções. Se um fortaleza pode estar em jogo de cada vez. Enquanto um
reino é jogado, o jogador não pode reconstruir um reino jogador tem um campeão, artefato, reino ou fortaleza
no mesmo turno. Para mais detalhes sobre reconstrução específico em jogo, nenhum outro jogador pode ter aquela
e substituição de reinos, veja a seção Reinos carta em jogo. Por exemplo, se um jogador tem Elminster em
arrasados. seu poço ou em combate, nenhuma outra carta Elminster
pode ser trazida para o jogo.
B) JOGUE UMA FORTALEZA Se o nome da carta e o seu símbolo forem idênticos, a Regra
Fortalezas devem ser anexadas a reinos do mesmo do Cosmo previne que uma segunda carta seja jogada.
mundo. Uma vez anexadas, elas não podem ser Reinos arrasados são considerados em jogo e evitam que
rearrumadas. outro jogador jogue o mesmo reino em sua formação.
Campeões no Limbo não são considerados em jogo. Para
ETAPA 3: JOGUE CARTAS NO POÇO E USE FEITIÇOS, saber os efeitos de se jogar campeões no seu poço enquanto
PODERES PSCIÔNICOS, HABILIDADES DE SANGUE OU a versão de outro jogador encontra-se presa no Limbo, veja a
HABILDADES DE LADRÃO seção Limbo.
Você não é obrigado a executar os passos A e B desta etapa
na ordem correta; você pode executá-los livremente o quanto REINOS
desejar. Apenas o jogador titular do turno pode executar Reinos representam domínios que são leais ao jogador. Eles
ações nessa etapa. são o foco dos ataques e defesas. Cada reino é um reino,
A) COLOQUE QUALQUER NÚMERO DE CAMPEÕES, nação, cidade-estado ou império fundado em um dos mundos
ARTEFATOS E INTENS MÁGICOS NO POÇO do jogo AD&D pertencente a TSR.
Artefatos e itens mágicos devem ser anexados a Durante a etapa 2, um jogador pode jogar apenas um novo
campeões. Uma vez anexados, Eles não podem ser reino. Esse novo reino deve ser jogado na posição mais à
rearrumados. Um único artefato pode ser colocado em frente na formação ou sobre um reino arrasado; ele não pode
um campeão do mesmo mundo; qualquer número de substituir um reino ativo (com a face para cima). A reino
itens mágicos pode ser anexado a qualquer campeão. arrasado é descartado se um novo reino é jogado sobre ele.
Você pode continuar anexando itens mágicos e artefatos Lugares vazios na formação devem ser preenchidos em uma
nos seus campões durante esse passo. ordem específica. O topo da pirâmide (carta A) deve estar
ocupado, mesmo que com um reino arrazado, antes que um
B) USE QUAISQUER FEITIÇOS, PODERES reino seja jogado no meio (cartas B e C) ou na última fileira
PSCIÔNICOS, HABILIDADES DE SANGUE OU (cartas D, E, e F). A fileira do meio deve ter cartas em todas
HABILIDADES DE LADRÃO DE PASSO 3 as duas posições antes que uma carta possa ser jogada na
Deve haver no poço um campeão apto a lançar feitiços, última fileira. Não há uma ordem correta sobre qual posição
poderes psciônicos, habilidades de sangue ou deve ser ocupada primeiro em uma fileira.
habilidades de sangue. Outros jogadores podem usar Se um jogador não tiver reinos em sua formação, arrazados
cartas para negar as cartas que você está tentando ou não, todo os campeões em seu poço são descartados no
jogar. Você só pode jogar cartas de etapa 3 durante final do turno corrente. Um jogador que houver recebido
essa parte do turno. espólios de vitória (veja abaixo) e saque um reino pode salvar
seus campeões de serem descartados desde que ele jogue o
ETAPA 4: ATAQUE UM REINO DE OUTRO JOGADOR reino em sua formação.
Uma vez que o reino é escolhido, o atacante não pode mudar
o ataque para um reino diferente, mesmo que ele use um A FORMAÇÃO
campeão diferente. Campeões atacantes podem vir da mão À medida que os reinos são jogados, eles formam um
do jogador ou de seu poço. Para mais detalhes sobre ataque triângulo cuja base fica voltada para o jogador. O primeiro
a reinos, veja a seção Combate. reino jogadodo corresponde ao topo do triângulo. A segunda
fila deve ser preenchida antes que qualquer reino seja jogado
ETAPA 5: USE CARTAS DE ETAPA 5 E AJUSTE O na terceira fila.
TAMANHO DA MÃO Se uma carta em jogo force um reino a ser descartado, é
Nesta etapa do turno, não é mais possível colocar campeões possível haver um espaço vazio na primeira posição havendo
em seu poço, anexar itens mágicos ou executar qualquer reinos na segunda posição, ou haver um espaço vazio na
outra ação típica da etapa 3 a menos que a carta seja obtida segunda fileira havendo reinos na terceira. Nestes casos,
através de espólio da vitória. novos reinos devem ser jogados para preencher esses
espaços primeiro.
A) JOGUE QUALQUER CARTA CUJO USO SEJA Por exemplo, se os reinos de A a E estiverem na formação,
AUTORIZADO NA ETAPA 5 mas A e B forem descartados por eventos, o jogador deve
Para isso, deve haver no poço um campeão apto a usar baixar seu próximo reino na posição A. Ele não pode baixá-lo
a carta. Somente jogador titular do turno pode jogar nas posições B ou F.
cartas na etapa 5. Cada reino protege os reinos de trás evitando que eles sejam
atacados. Um reino não pode ser atacado se estiver atrás de
B) DESCARTE CARTAS DA MÃO ATÉ QUE O um reino não arrasado, exceto se o campeão atacante possuir
NÚMERO MÁXIMO DE CARTAS NA MÃO SEJA algum poder especial que o permita atacar ali. Um reino
ALCANÇADO arrasado não oferece proteção. Reinos que estejam expostos
Algumas cartas possuem poderes que permitem ao por um reino arrasado podem ser atacados normalmente.
jogador ter mais cartas em sua mão que a quantidade
regular, enquanto outras limitam o número de cartas a REINOS ARRASADOS
um número menor que o regular. Um reino arrasado é virado com a face para baixo. Ele não é
removido de sua posição na formação ou descatado. Se uma
fortaleza estiver anexada àquele reino, ela é descartada
quando o reino for arrazado. Durante a etapa 2, o jogador

Regras da Jogo - Página 8


pode substituir um reino arrasado por outro. O reino arrasado Abismo. Uma vez que uma carta seja enviada para o Abismo,
é então descartado. ela não pode ser trazida de volta para o jogo exceto por cartas
Uma vez que o reino seja arrasado, quaiquer poderes que indiquem que elas podem recuperar cartas do Abismo,
especiais que o reino proveja são eliminados. Ele não é como Gatekeeper ou Karlott, o Shaman.
considerado um reino de um mundo em particular e não
possui poderes especiais (a menos que seus poderes REMOVIDO DE JOGO (O VOID)
especiais sejam ativados quando o reino for arrasado). Um Algumas cartas especificam que uma carta deve ser removida
reino arrasado pode ser reconstruído (virado com a face para de jogo. Comumente conhecido como o Void, esta é uma área
cima) se o jogador descartar três cartas de sua mão durante a especial fora do jogo da qual as cartas jamais retornam. Ela
etapa 2. O jogador só pode reconstruir um reino a cada turno pode ser a caixa que você normalmente guarda suas cartas
e, ao fazê-lo, ele não pode baixar um novo reino. Quando o de SPELLFIRE; somente se certifique que elas não se misturem
reino reconstruído é virado com a face para cima, seus coma as cartas de sua pilha de descartes, Abismo, Limbo, ou
poderes especiais são reativados. pilha de saque. Atualmente, há poucos meios que fazem uma
No diagrama, o reino A protege os reinos B e C. Se A é carta ser permanentemente removida de jogo. Uma dungeon
arrasado, B e C podem ser atacados. Se A e B são arrasados, removida de jogo é permanentenmente removida de jogo. Um
C e D podem ser atacados. Reinos E e F ainda estão campeão que arrase uma dungeon é permanentemente
protegidos. Um reino retém sua posição na formação mesmo removido de jogo. Se um campeão lança Wish para remover
que outros reinos sejam descartados. Por exemplo, se os uma dungeon, tanto o campeão e o feitiço Wish são
reinos A, B, e C são todos descartados, os reinos D, E, e F permanentemente removidos de jogo. Finalmente o aliado
não são movidos para ocupar os espaços vazios. Bottomless Horror (54/DU) tem a habilidade de transferir
cartas do Abismo para fora do jogo. Uma vez que a carta é
O POÇO enviada para o Void, ela nunca pode ser trazida de volta para
O poço é somente o espaço do lado direito da formação. Na o jogo.
etapa 3 do seu turno, um jogador pode colocar qualquer
número de campeões de sua mão em seu poço. Ele pode COMBATE
anexar artefatos e itens mágicos a esses campeões. Essas Durante a etapa 4 de um turno, o jogador titular do turno pode
cartas são consideradas em jogo, não contando contra o limite atacar um reino de outro jogador. Todos os ataques contra um
de cartas na mão daquele jogador. As cartas no poço ficam lá único reino são conhecidos como batalha; o ato de mandar um
até serem usadas em batalha ou até que uma carta jogada campeão para a batalha constitui um round de combate. Um
forcem-nas a serem descartadas. Se um campeão é enviado ataque segue a seguinte sequência:
para a pilha de descartes, Limbo, ou para o Abismo, todas as
suas cartas anexadas são colocadas na pilha de descartes. A) O ATACANTE INDICA QUAL REINO DEVE SER
ATACADO
EM JOGO O reino escolhido deve ser passível de ser atacado pelo
Uma carta é considerada "em jogo" quando estiver no poço, campeão a ser escolhido, ou por estar exposto (na
na formação, ou envolvida em uma batalha. Cartas-regra que posição A, por exemplo) ou porque ele tenha algum
estiverem na mesa e eventos com duração indicada também poder especial que o permita atacar o reino escolhido.
são considerados "em jogo." Uma carta que é removida de Um jogador pode escolher atacar um reino de qualquer
jogo normalmente é enviada para a pilha de descartes, exceto jogador, exceto os seus próprios.
se o poder da carta enviá-la para um local específico, como
para o Limbo ou para o Abismo. Uma carta que não esteja Cúpula BSW 2021: as restrições devem ser atendidas
“em jogo” não produz mas efeitos na partida. Lembre-se que quando o campeão tenta chegar ao reino atacado.
quando um evento é descartado, ele é colocado no Abismo. Caso ele consiga fazê-lo e outras restrições sejam
impostas, elas se aplicam a novas cartas usadas
O LIMBO naquela rodada de combate, como aliados.
O Limbo é um lugar especial para o qual as cartas são
mandadas às vezes, seja como resultado da perda de um B) O ATACANTE ESCOLHE UM CAMPEÃO DE SEU
combate ou através do poder de alguns reinos, eventos ou POÇO OU MÃO E O APRESENTA COMO CARTA
outras cartas. Enquanto uma variedade de cartas pode ser ATACANTE
mandada para o Limbo, somente campeões podem O jogador não pode adicionar artefatos, itens mágicos,
tipicamente voltar; todas as suas cartas anexas são ou outras cartas ao campeão neste momento. No
descartadas. A exceção ocorre quando um campeão é entanto, se o campeão atacante vier do poço do
mandado para o Limbo fora de combate; nesse caso, todos os jogador, ele pode já ter cartas anexadas. Se aquele
anexos retornam com ele. campeão estiver atacando um reino do mesmo mundo,
O Limbo geralmente fica ao lado esquerdo da formação de ele adiciona 3 ao seu nível ajustado (veja Bônus de
cada jogador. Todas as cartas no Limbo não são consideradas Mundo abaixo). Cada campeão só pode estar envolvido
em jogo. Se um outro jogador colocar um campeão idêntico em apenas um round de combate (a menos que seus
em seu poço, o campeão no Limbo é enviado para a pilha de poderes especiais especifiquem o contrário), seja como
descartes quando deixar o Limbo. Jogadores não podem atacante, como defensor ou como aliado.
escolher deixar seu campeão no Limbo para evitar que ele
seja descartado. C) O DEFENSOR ESCOLHE UM CAMPEÃO DE SUA
A menos que seja especificado de maneira diversa, todo o MÃO OU POÇO E O APRESENTA COMO CARTA
campeão enviado para o Limbo permanece lá até o final do DEFENSORA
próximo turno daquele jogador. O jogador não pode adicionar nenhuma carta ao
Se um jogador comprar cartas de sua pilha de descartes ou campeão defensor neste momento. Contudo, se o
embaralhar suas cartas de volta em sua pilha de saques, defensor vier do poço do jogador, ele pode já ter cartas
cartas no Limbo não são afetadas. anexadas. Se não houver defesa, o reino é arrasado. Se
o campeão defensor for do mesmo mundo que o reino
CúpulaBSW 2015: Via de regra, um campeão retorno da atacado, ele adiciona 3 ao seu nível ajustado (veja
Limbo no final do passo 5 do próximo turno de seu Bônus de Mundo abaixo). Um campeão pode estar
controlador, não podendo realizar ações durante esta etapa. envolvido em apenas um round de batalha (a menos
que seus poderes especiais especifiquem o contrário),
O ABISMO seja como atacante, como defensor ou como aliado.
O Abismo é o lugar onde os eventos são colocados quando
descartados sem serem utilizados. Além disso, alguns feitiços, D) O PODER ESPECIAL DO ATACANTE E DE SUAS
reinos, fortalezas e outras cartas podem colocar uma carta no CARTAS ANEXAS ATIVAM PRIMEIRO, SEGUIDO

Regras da Jogo - Página 9


PELO PODER DO DEFENSOR E DE SUAS CARTAS their respective pools. Both champions must be selected (and
ANEXAS their special powers must have activated) before combat is
Procure a seção Ordem de Ativação para saber a considered to have started”.
ordem correta na qual as cartas ativam. Se um atacante Tanto o atacante, quanto defensor ativam seus poderes antes
vencer um round de batalha através do uso de seu que QUALQUER carta possa ser jogada (antes disso, não há
poder especial (antes que o defensor ative o seu poder batalha, logo não há espólio de vitória). Caso algum deles
especial), o defensor é descartado e aquele round está cause uma vitória automática, o adversário é derrotado, salvo
encerrado. se puder jogar uma carta (qualquer uma, mesmo que não seja
anytime) que possa mudar a condição de vitória (ex.: Monstro
E) COMPARE O NÍVEL TOTAL DE CADA LADO x Adorável Coleen - para evitar uma derrota, o jogador do
Leve em consideração qualquer reino, fortaleza, itens monstro poderia usar um Chest of Many Things para mudar o
mágicos, artefatos, eventos, feitiços, etc. que afetem o tipo do campeão).
combate. O lado com o maior total está vencendo. Um Mudar a condição de vitória só é possível se a carta for usada
empate significa que o defensor está vencendo. no campeão afetado ou negando o poder do campeão que
está causando a vitória automática. Não é possível Derrotar
F) O JOGADOR QUE ESTÁ PERDENDO PODE ou descartar o campeão que está causando vitória automática.
JOGAR UMA CARTA No ataque, o campeão ativa o poder antes do defensor,
Compare o nível total novamente. O jogador que está mesmo se o defensor tiver um poder de vitória
perdendo continua jogando cartas uma de cada vez até automática/instantânea (por exemplo, se um jogador ataca
que ele esteja vencendo. O jogador vencedor pode jogar com Gib Irod e o adversário defende com um Living Wall, o
eventos ou cartas jogáveis a qualquer momento. O atacante pode usar o poder do Gib Irod para trocar as três
procedimento continua até que o jogador que estiver cartas).
perdendo não possa ou não queira jogad mais nenhuma Campeões que possuem a habilidade de pegar outras cartas
carta. Este round de combate terminou. O jogador que emprestadas, como Gib Aklem ou Drawmij, só podem usar o
estiver vencendo não pode jogar nenhuma carta, não seu poder na etapa em que, após a comparação entre o nível
importa o quanto ele queira. dos campeões, cartas podem ser jogadas pelo de menor nível.
Por consequência disso, seus poderes NÃO podem ser
G) O JOGADOR COM O MAIOR NÍVEL AJUSTADO usados para evitar uma vitória automática do campeão
VENCE ESTE ROUND oponente, mesmo quando atacando. Caso Gib Aklem, quando
O defensor sempre vence em caso de empate. atacando, seja defendido por Living Wall, ele seria
automaticamente derrotado, pois o seu poder de pegar um
H) O VENCEDOR COLOCA O SEU CAMPEÃO E campeão como aliado não pode ser usado na etapa de
TODAS AS CARTAS EM ANEXO EM SEU POÇO ativação dos poderes e também não se enquadra na regra de
Ele descarta todos os aliados, feitiços, e outras cartas uso de cartas que mudam a condição de vitória automática.
não permanentes usadas no combate; itens mágicos e
artefatos são tipicamente tudo o que permanece. O BEFORE COMBATE
perdedor descarta todas as suas cartas usadas em É o poder de campeão ativado antes do poder de campeão
combate, incluindo o campeão e respectivas cartas oponente e de qualquer cartas anexas em ambos os lados.
anexadas. Para ser ativado necessita da apresentação do campeão
oponente.
I) OS JOGADORES COMPLETARAM UM ROUND DE
BATALHA AT OF START OF A BATTLE
Se o atacante venceu o round, mas o reino atacado não Significa que o poder do campeão é ativado obrigatoriamente
foi arrasado, ele pode escolher um novo campeão e no momento que os campeões são apresentados, porém
atacar novamente exceto se indicado de maneira segue a ordem de ativação normalmente.
diversa. Ele não pode usar o mesmo campeão para
atacar mais de uma vez em um mesmo turno. Ele deve WHEN ATTACKING
atacar o mesmo reino; ele não pode mudar o ataque O poder do campeão atacando é ativado antes da
para um novo reino. O jogador defensor deve então apresentação do defensor e antes da ordem de ativação.
escolher um novo defensor (mas ele nunca é obrigado a
defender). WHEN DEFENDING
Se o atacante foi derrotado ou o reino defendido foi O poder do campeão defensor é ativado antes da ordem de
arrasado ou descartado, a batalha está encerrada. O ativação do combate.
atacante não pode atacar novos reinos, mesmo que
tenha campeões que não tenham participado da batalha INSTANT-WIN
ocorrida neste turno. Este poder é ativado assim que apresentados os campeões
em batalha, porém, depois da ordem de ativação normal de
J) APÓS A BATALHA TERMINAR, UM DOS combate.
JOGADORES PODE SER ELEGÍVEL PARA SACAR
ESPÓLIOS DE VITÓRIA BÔNUS DE MUNDO
Espólios de vitória é uma carta da pilha de saque do Quando um campeão ataca ou defende um reino do mesmo
jogador. O atacante saca espólio de vitória quando o mundo que o seu, o nível ajustado do campeão é aumentado
reino atacado é arrasado ou descartado. O defensor em 3.
saca espólio de vitória quando o campeão atacante é
derrotado em combate e descartado (ou enviado para o Cúpula BSW 2015: O bônus de sinergia por atacar ou
Limbo, Abismo ou Void). defender um reino de mesmo mundo do campeão escolhido
deve ser adicionado no início da batalha.
ESCLARECIMENTOS SOBRE COMBATE
No início da batalha, só se pode jogar qualquer tipo de carta, Cúpula BSW 2021: O bônus de mundo não se aplica a
incluindo cartas any time (Cataclisma, Wish, etc), depois da campeões de reino, pois o bônus é gerado pela sinergia entre
ativação dos poderes de campeões. duas cartas do mesmo mundo, campeão defensor e reino
Assim determina a regra: “If cardplay causes the attacked defendido.
realm to be razed or discarded (such as by a Cataclysm!
event) during combat, the battle is over. The attacking player ORDEM DE ATIVAÇÃO
gets spoils of victory and both attacker and defender return to Quando o round de combate começa, as cartas ativam em
uma ordem particular. Na maioria das vezes, a ativação das

Regras da Jogo - Página 10


cartas do atacante ocorre na ordem em que elas estão campeão que ainda não tenha sido usado nesta batalha e
anexadas não causa nenhum problema. Algumas vezes, no iniciar um novo round de combate contra o mesmo reino.
entanto, a ordem precisa de ativação pode ser importante.
A lista abaixo descreve a ordem precisa de ativação das • Se o defensor recusar-se a defender o reino, ele é arrasado
cartas. Note que essa lista só deve ser usada para resolver e a batalha termina. O atacante saca espólio de vitória.
conflitos. Na maioria das vezes, o campeão atacante e todas
as cartas anexas ativam primeiro sem causar problemas. • Se o atacante recusar-se a enviar um campeão para o
combate, a batalha está terminada. Nenhum dos lados é
1) CARTA-REGRA considerado vencedor, não havendo espólio de vitória para
2) DUNGEON nenhum dos lados. O atacante nunca é obrigado a continuar
3) PODER DE REINO um ataque.
4) PODER DE FORTALEZA
5) FEITIÇOS, PODERES PSIÔNICOS E OUTRAS • Se os poderes de uma carta jogada fizerem com que o reino
CARTAS EM JOGO ANTES DA BATALHA (NA ORDEM seja arrasado ou descartada (como o evento Cataclisma)
EM QUE FORAM JOGADAS) durante o combate, a batalha termina. O jogador atacante
saca espólios de vitória, e tanto o campeão atacante quanto o
6) PODERES QUE ATIVAM “ANTES DO COMBATE”
defensor retornam aos respectivos poços. Ambos os
7) PODER ESPECIAL DO CAMPEÃO ATACANTE E
campeões devem ter sido escolhidos (e seus poderes
CARTAS ANEXADAS:
especiais devem ter sido ativados) antes que o combate seja
A) Artefatos* considerado iniciado.
B) Aliados*
C) Itens mágicos* • Se os poderes de uma carta faz com que ambos os
D) Habilidades de sangue* campeões sejam descartados (ambos os campeões sejam
E) Habilidades de ladrão* monstros e o evento Tesouro é jogado). A batalha termina
F) Cartas de combate desarmado* sem vencedores ou perdedores.
G) Cartas de poder psiônico*
H) Feitiços* • Se os poderes de uma carta fazem com que o campeão
8) PODER ESPECIAL DO CAMPEÃO DEFENSOR E atacante seja descartado, a batalha termina. O jogador
CARTAS ANEXADAS (NA MESMA ORDEM DO defensor saca espólios da vitória. Um exemplo seria jogar o
ATACANTE) evento Tesouro durante a defesa de seu reino contra um
*Múltiplas cartas do mesmo tipo atival por ordem decrescente campeão monstro.
de nível, ou, em caso de empate, por ordem alfabética Note que algumas cartas na verdade fazem com que o
(começando com a primeira letra do nome da carta). Para oponente seja descartado após o combate e não possuem o
determinar o bônus, use use apenas o número indicado no poder de alterar um ataque ou defesa bem-sucedidos.
ícone da carta. No caso de cartas de mesmos nome e nível, a Exemplos incluem Assassions (252/edição em português) e o
carta de número mais baixo ativa primeiro. Aurak Draconians (50/DL). Algumas cartas até mesmo
descartam um campeão atacante bem-sucedido, mas esses
Poderes de campeão (e cartas anexadas) ativam efeitos ocorrem fora da batalha e não afetam o espólio da
completamente quando entram em combate. Isso inclui todas vitória ou a prerroagativa de o jogador atacar novamente com
as cartas que ajustam o nível do campeão atacante ou um novo campeão.
defensor (como os reinos Triumvirate ou itens mágicos como o
Estandarte do Deus Ciclope [103/edição em português]). CAMPEÕES REINOS
Cartas cujo poder especial na verdade tragam outra carta para Alguns reinos (e fortalezas) podem defender-se como
a batalha (como Gib Aklem [23/NS Chase], que pode usar campeões de um determinado tipo. Por exemplo, Malatra, A
outro campeão como um aliado), apenas podem ativar estes Selva Viva (432/3ª ed) estatui que ela pode defender-se como
poderes quanto o jogador puder legalmente jogar uma carta um monstro nível 6.
na batalha. Estes reinos podem defender-se em a ajuda de um campeão
Algumas cartas permitem que outras cartas sejam jogadas de seu poço ou de sua mão, pois o reino (ou a fortaleza
imediatamente fora da ordem de ativação. Estas cartas são anexada) provê um campeão para isso. Se o reino não
exceção a esta regra. especifica o tipo do campeão (quando o texto diz
simplesmente campeão ao invés de herói, monstro, etc.), ele é
Cúpula BSW 2015: Cartas com o termo combate têm seu considerado um herói. Aliados podem ser jogados
poder ativado quando o passo 4 inicia. normalmente com campeões de reino, assim como feitiços -
mas apenas se o reino (ou sua fortaleza anexada) puder
Quando o reino onde aparecem os termos attacking/ lançar feitiços ou garantir ao defensor esta habilidade. O
defending player e attacking/defending champion não deixa mesmo vale para outros tipos de carta-suporte (cartas de
claro a que eles referem-se, os seus poderes só podem ser poder psiônico, habilidades de sangue, habilidades de ladrão,
usados quando ele estiver sob ataque. cartas de combate desarmado, etc.).
Campeões de reino só podem ser usados durante uma rodada
TERMINANDO A BATALHA de batalha em que o reino com este poder esteja envolvido,
A batalha termina se o reino defendido for arrasado ou eles não servem a qualquer outro propósito fora do passo 4.
descartado ou se um dos campeões atacantes for derrotado Infelizmente o uso deste poder especial não permite que itens
ou descartado. Contudo, há algumas circunstâncias especiais. mágicos ou artefatos sejam jogados por campeões de reino,
Todos os possíveis resultados de um rond de combate estão exceto se o poder do reino especificar o contrário.
listados abaixo (veja também Feitiços de Muralha). Alem disto, se o campeão de reino (ou da fortaleza anexada)
for derrotado durante uma rodada de batalha, aquele reino é
• Se o defensor derrotar um campeão atacante durante o arrasado, e o atacante recebe espólios de vitória.
round de combate, a batalha está terminada. O atacante não
pode continuar o ataque com outro campeão. O defensor saca HABILIDADES DE ÍCONE
espólio de vitória se o campeão atacante for descartado (não A maioria das cartas tem algum tipo de habilidade especial
retornar ao seu poço). que lhes é outorgada pelo seu ícone. Magos, por exemplo,
ganham a habilidade de lançar feitiços de mago, psionicistas
• Se o atacante vencer o round derrotando o campeão ganham a habilidade de lançar cartas de poder psiônico,
defensor, ele pode continuar o ataque. O campeão vitorioso regentes podem usar habilidades de sangue, e assim vai.
retorna ao poço do atacante, e o jogador pode enviar um Qualquer carta que remove o poder especial do campeão não
nega a sua habilidade de ícone. Qualquer carta que mude o

Regras da Jogo - Página 11


tipo do campeão, na verdade muda a habilidade de ícone campeão) podem assim mudar o rumo da batalha.
daquele campeão, que perde a habilidade de ícone da classe A carta jogada precisa mudar as condições de derrota (como
anterior. mudar o tipo do campeão de monstro para herói). Cartas não
podem ser jogadas para funcionar após a causa da derrota
LANÇANDO FEITIÇOS (como jogar Lança Certeira para destruir o Pergaminho Vivo).
Todos os feitiços são ofensivos (eles afetam uma carta do Os poderes especiais de feitiços, fortalezas, poderes
oponente diretamente) ou defensivos (só afetam o campeão psiônicos, cartas de combate desarmado, habilidades de
lançador ou cartas daquele jogador). Enquanto alguns ladrão, aliados, artefatos, itens mágicos, etc, não entram na
campeões são imunes a feitiços ofensivos, muito poucos são regra de derrota instantânea. Assim um campeão de nível 8
imunes a feitiços defensivos. que confronta um atacante com Cetro de Orcus é derrotado,
Feitiços podem ser lançados somente nas etapas descritas na um campeão de nível base cinco ou menos sempre é
carta durante o seu turno, a menos que a carta especifique o descartado por um Devorador do Intelecto, e Lobo-Garou
contrário. Além disso, todos os feitiços precisam ter um alvo. sempre derrota um campeão que não pode jogar um item
Por exemplo, você não pode lançar Dispersar Magia com o mágico. Somente cartas como Dervixe Giratório (20/MIBR) ou
seu campeão se não há nenhum feitiço ou efeito a ser negado Arami de Tusmit (IQ/19) e eventos que removem a fonte da
pelo uso dessa carta. derrota instantânea podem ajudar em situações como essas
(como Barco Voador para poderes relacionados a aliados e
FEITIÇOS DE MURALHA Levando na Conversa para remover itens mágicos e
artefatos).
Se os efeitos de uma carta previnem que um campeão
atacante continue atacando, aquele campeão é derrotado,
IMUNIDADES
mas retorna ao poço, e a batalha está terminada. Como o
Um campeão cujo poder especial garanta imunidade a um tipo
campeão não foi descartado, o defensor não recebe espólio
de carta o faz somente aos seus efeitos ofensivos, salvo se a
de vitória. Exemplos incluem os feitiços Muralha de Fogo,
imunidade a efeitos defensivos esteja expressa na carta. Para
Muralha de Ferro, Muralha de Pedra, Muralha de Força e
a maioria das cartas, basta observar a notação da carta
Muralha de Espinhos.
(Off/Def) e fazer os ajustes necessários para a batalha.
De nada vale derrotar um campeão voador ou cavador com
Artefatos (e alguns ítens mágicos e outras cartas) complicam
um dos feitiços acima, já que ele está preso atrás do muro
o problema ao garantir ao campeão anexo imunidade ou
onde seus aliados não voadores não poderão ajudá-lo. Um
movimentação especial além dos demais poderes da carta.
campeão atacante sempre tem a oportunidade de jogar uma
Nesses casos, qualquer bônus de nível adquirido pelo item é
carta para continuar o combate (independentemente do total
perdido, mas a imunidade ou a concessão de movimentação
de níveis), como o feitiço Voar.
especial permanecem. Resumindo, se o poder ou habilidade
Se o efeito da carta evitar que o campeão defensor continue a
afetatar somente o campeão anexado, ele não é negado pela
lutar, o round de combate termina. O campeão defensor
imunidade do campeão anexado.
retorna ao poço do seu jogador. O jogador atacante pode
As imunidades de um campeão estão sempre ativadas,
escolher um campeão que ainda não tenha sido usado nesta
independentemente da ordem de ativação das cartas
batalha e iniciar um novo round de combate contra o mesmo
(detalhada acima). Isso se aplica a todas as cartas que estão
reino.
em jogo, mas não às cartas que estão no Limbo, Abismo ou
na mão. Um campeão imune a itens mágicos ofensivos é
DISPERSAR MAGIA, CONTRA-FEITIÇO E REFLECTION
sempre imune a estes itens, independentemente de estar
Estes feitiços podem ser lançados a qualquer momento em
atacando, defendendo ou no poço.
resposta ao lançamento de um outro feitiço. Contra-Feitiço e
Reflection funcionam somente contra feitiços ofensivos;
EMPRÉSTIMO DE CARTAS
Dispersar Magia é efeitivo contra feitiços ofensivos ou
Alguns campeões (bem como outros tipos de carta) têm o
defensivos. O poder especial de Reflection, onde ela continua
poder especial de pegar cartas emprestado de outros
a refletir de volta ao conjurador os feitiços lançados por ele,
jogadores. Cartas emprestadas sempre retornam à fonte
funciona somente se usada na etapa 4 (do contrário, ela
original ao final do round de combate em que ocorre o
funciona exatamente como o Contra-Feitiço).
empréstimo. As únicas exceções ocorrem quando uma carta
FEITIÇO WISH especificamente declara o que ocorre com a carta
emprestada, ou se a carta emprestada é descartada em
O feitiço Wish é o feitiço mais poderoso do jogo. Ele ignora
combate.
todas as imunidades e proteções a feitiços de todas as cartas
exceto se propriamente imunes ao feitiço Wish.
COPIANDO PODERES
Independentemente das imunidades ou poderes especiais de
Quando copiando o poder especial de uma outra carta
um campeão, Wish pode descartá-lo.
somente o poder real de uma carta é copiado, raças e
Uma vez lançado, o lançador é incapaz de realizar qualquer
habilidade de movimento não são copiados. Nomes e
ação, incluindo lançar outros feitiços e usar quaisquer anexos
características do ícone expressos no texto são considerados
(exceto os de efeito contínuo, como itens que provejam
partes explicativas, não fornecendo a carta que copia suas
imunidade). Além disso, se o feitiço Wish for refletido ao
habilidades e não obrigando o jogador a cumprir suas
lançador, um outro campeão capaz de lançar feitiços
exigências (Cúpula BSW 2010); O poder especial de qualquer
precisaria lançar um Contra-Feitiço ou um Dispersar Magia
carta marcada como Avatar não pode ser copiado. Os
para salvar o lançador original.
poderes blueline são adquiridos também. A habilidade de
CARTAS DE DERROTA INSTANTÂNEA copiar acontece no momento em que a carta é jogada.
Quando uma carta declara que pode copiar o poder de uma
Algumas cartas no jogo SPELLFIRE instantaneamente
outra, seu dono pode escolher copiar uma carta diferente a
derrotam cartas de um tipo específico. Exemplos incluem a
cada etapa 3 de seu turno, exceto se descrito diferentemente
habilidade de Adorável Coleen de matar monstros, a
na carta. A cópia da carta dura até indicado no texto da carta
habilidade do Pergaminho Vivo de derrotar instantaneamente
que produz a cópia, ou até a etapa 3 do próximo turno
heróis e clérigos, e outros.
daquele jogador quando nada for especificado.
A qualquer momento que uma vitória instantânea ocorrer por
poderes de campeão durante o combate (passo 4), o jogador
USANDO “TODAS” OU “QUALQUER” CARTA
que estiver prestes a ser derrotado tem a oportunidade de
Alguns campeões e aliados possuem a habilidade de usar
jogar uma única carta no intuito de evitar a derrota. Não faz
cartas de um determinado tipo. A habilidade de usar todas ou
diferença quem estiver ganhando ou perdendo <leve em
qualquer carta de um tipo particular permite ao campeão usar
consideração apenas os níveis>. Cartas como o Baú das
todas as cartas daquele tipo, mesmo aquelas que possuam
Muitas Coisas (que permite ao jogador mudar o tipo do
restrições adicionais (como "usável apenas por heróis"). Por

Regras da Jogo - Página 12


exemplo, um herói que tenha a a habilidade de "lanlar alcançá-lo. A habilidade do campeão de voar, nadar ou cavar
qualquer feitiço" pode lançar o feitiço Dragon's Calm, que não é transmitida automaticamente a seus aliados.
normalmente só pode ser usado por dragões. Um campeão nadador pode atacar qualquer reino que possua
costa, mesmo que protegido. Reinos que não possuam costa
ORDEM DE JOGO podem ser atacados por nadadores somente se estiverem
Em jogos intensos, a sensação é a de que existe uma expostos (como reinos na posição A ou atrás de reinos
verdadeira corrida para jogar as cartas antes que alguém mais arrasados). Rios e lagoas não contam como costa; a lista
a jogue. Sempre que você puser uma carta em jogo, todos os completa dos reinos com costa pode ser encontrada nos
jogadores têm uma chance de responder a sua ação. Isso não Guias de Referência de SPELLFIRE (pela Cúpula BSW 2010,
precisa ser uma "pausa para jogar", mas significa que jogar nadadores também podem atacar reinos que possuam rios).
cartas rapidamente não é a solução. Um campeão cavador pode mover-se pelo subsolo para
Se você tiver acabado de colocar uma carta em jogo, todos os alcançar reinos que de outra maneira estariam protegidos.
jogadores tem uma chance de responder. Após isso, você Cavar é uma habilidade especial que permite ao campeão
pode continuar. Por exemplo, se você joga Gib Kcir (16/RR atacar qualquer reino que não tenha restrições especiais de
Chase) em seu poço, você deve dar aos demais jogadores a movimento ou esteja limitado por tipo de campeão (como o
chance de responder. Se ninguém o fizer, então você pode poder em que “somente clérigos podem atacar” ou “somente
ativar o seu poder e enviar uma outra carta ao Abismo. voadores/nadadores/monstros podem atacar”).
Um jogador que ativar uma carta já em jogo durante o seu Um voador não pode escolher não voar. Um nadador não
turno tem prioridade sobre os demais jogadores. A carta já pode escolher não nadar. Um cavador não pode escolher não
estava em jogo, logo sua ativação não é surpresa para cavar. Se um reino não pode ser atacado por um voador, um
ninguém. Se houver dúvidas sobre quem jogou uma carta campeão designado como voador não pode atacá-lo, mesmo
primeiro, então o jogador titular do turno tem a preferência que o reino esteja exposto e ele não precise voar para
sobre os demais. alcançá-lo. O mesmo vale para voadores, nadadores,
cavadores ou qualquer outra habilidade semelhante. Qualquer
FICANDO SEM CARTAS tipo de campeão e aliado pode defender contra voadores,
Quando a pilha de saque de um jogador termina, a pilha de nadadores ou cavadores.
descartes é reembaralhada para formar uma nova pilha de
saque ao final do turno corrente. Cartas que supostamente EVENTOS
deveriam ser sacadas durante o período em que o jogador A maioria dos eventos pode ser jogada a qualquer momento,
não tiver pilha de saque são perdidas. mesmo durante o turno de outro jogador. Aqueles que não
podem descrevem especificamente o momento em que
ESPÓLIOS DE VITÓRIA podem ser jogados. Em geral, eventos funcionam na ordem
Se um reino atacado é arrasado ou descartado durante o em que são jogados. Se outro jogador está baixando uma
combate, o atacante compra um espólio de vitória de sua carta de sua mão para jogá-la, é considerado rude interrompê-
pilha de saque. Isso acontece mesmo que uma carta fora de lo jogando um evento rapidamente antes que ele possa
combate seja jogada e force o reino a ser arrasado ou terminar de descer a sua carta.
descartado. A carta sacada pode ser jogada imediatamente, Eventos podem ser Maléficos ou Benéficos. Um evento
ficar na mão ou ser recolocada no topo da pilha de saque. A maléfico pode ser ignorado por um jogador que jogue o evento
habilidade de jogar espólios permite ao jogador jogar uma Serenidade ou descarte Delsenora de seu poço. Um evento
carta que normalmente não poderia ser jogada (como jogar ignorado ainda funciona contra os demais jogadores, contudo.
um feitiço Desintegrar como espólio, colocar um campeão no Qualquer evento pode ser negado completamente pelo uso
poço ou jogar um reino, por exemplo). A única restrição ao uso dos feitiços Limited Wish ou Intercession, pelo uso do feitiço
de espólios de vitória se aplica à trazer um avatar para o jogo. Dragon’s Calm ou pelo descarte do campeão Helm de seu
O avatar pode ser jogado como espólio, porém o custo para poço. O feitiço Wish somente pode negar um evento cuja
fazê-lo ainda precisa ser pago. duração esteja descrita no poder da carta (como cartas cujos
Se o atacante é derrotado e descartado durante o combate, o efeitos sejam “Até o final do próximo turno deste jogador”).
defensor compra uma carta de sua pilha de saque. Mais uma Eventos benéficos afetam apenas o jogador que os lança e
vez, isto acontece mesmo que não seja a defesa em si que podem apenas ser negados pelos demais jogadores pelo uso
faça com que o campeão seja descartado, mas qualquer carta de Limited Wish, Intercession ou descartando Helm de seu
em jogo. poço. Permitir ao oponente jogar um turno extra pelo uso do
Na hipótese de uma carta-regra, poder de campeão ou evento evento A Caravana pode ser indesejável, porém não é
permitir que mais de uma carta seja sacada como espólio de considerado maligno.
vitória, apenas a primeira carta comprada pode ser jogada Eventos são colocados na área de cartas Removidas do jogo
imediatamente. As demais podem ficar na mão ou retornar à (Void) após serem jogados; eles nunca podem retornar a mão
pilha de saque. de um jogador após o uso. Eventos que são descartados da
Um espólio de vitória pode ser jogado, ficar na mão ou mão antes de serem jogados (como pelo poder do evento
retornar ao topo da pilha de saque à escolha do jogador. Transformação) são mandados para o Abismo, onde cartas
como Karlott o Xamã tem a chance de recuperá-los. Algumas
TRAZENDO AVATARES PARA O JOGO cartas, como Guerreiros Sagrados, permitem a um jogador
Um jogador somente pode trazer um Avatar para o jogo reembaralhar sua pilha de descartes em sua pilha de saque.
durante a etapa 3 de seu turno. Existem somente duas Como os eventos estão no Abismo ou na área para cartas
exceções a essa regra porque as cartas assim o indicam: Removidas do Jogo (Void), essas cartas não os afetam.
Great Mother (479/4ª) e Gib Drawesmaj (22/NS Chase). Além Nenhum jogador pode jogar o evento A Caravana ativar o
disso, todas as condições necessárias para se colocar um poder especial do reino Ancient Kalidnay até que todos os
avatar em jogo (descritas em cada carta) precisam ser jogadores tenham tido seu primeiro turno. Quando isso tiver
seguidas cada vez que o Avatar é colocado em jogo. As acontecido, A Caravan pode ser jogada normalmente, e
únicas exceções a isso são o evento Titans Walk the Earth Ancient Kalidnay pode ser arrasado para conferir um turno
(158/4ª), a carta-regra Avatar's Edict (20/PO Chase) e o clérgo extra.
Nenioc (284/4th).
A “PAUSA DOS EVENTOS”
VOADORES, NADADORES E CAVADORES Quando um evento é jogado, seu lançador dá aos demais
Um campeão voador pode atacar qualquer reino, jogadores a chance de tomar uma das seguintes atitudes:
independentemente de sua posição. Se ele atacar um reino
protegido (como um reino na posição B quando o reino na  NEGAR O EVENTO* (LIMITED WISH, HELM, ENTER
posição A estiver construído), todos os aliados deste campeão DARKNESS TOGETHER, ETC.)
devem ser voadores, nadadores ou cavadores para poder

Regras da Jogo - Página 13


 DUPLICAR O EVENTO** (BELL OF MIGHT, ONAD ao seu poço vitoriosa. Para mais informações, procure a
THE WEASEL, ETC.) seção Ordem de Ativação.
 SERENIZAR O EVENTO* (SERENIDADE, Algumas cartas tem poderes especiais que ativam somente
DELSENORA, DRAGON’S CALM, ETC.) quando algumas condições são atingidas. Por exemplo, o
 DEFLETIR O EVENTO (DEFLECTION, HIJACKING, feitiço Arrasar (BR/59) requer que o lançador seja descartado
ETC.) para que o feitiço funcione, e Blamblower (DL/56) requer que a
carta seja descartada para que seu poder funcione. Em todos
os casos, estas condições devem ser seguidas; de outro modo
*A decisão de serenizar ou negar um evento começa no
o poder não funcionará. Por exemplo, Falx, o Dragão
sentido horário a partir do jogador do evento. Uma vez que
Prateado (31/RR) tem o poder que garante que os itens
ele tenha aberto mão de fazê-lo, ele não pode mais
mágicos anexados a ele não possam ser removidos de
escolher serenizar ou negar o evento.
nennhum modo. No entanto, se Falx quiser queo Blamblower
**Um evento que tenha sido negado não pode ser duplicado
anexado funcione, o Blamblower deve ser descartado.
pelo uso de Onad, o Fuinha, Bell of Might ou cartas
Somente assim o item mágico pode ser usado.
similares.
Qualquer campeão, item mágico ou artefato que seja
voluntariamente removido de jogo e depois seja trazido de
Uma vez que o evento seja jogado, a primeira ação de um
volta no mesmo turno perde seu poder especial “voluntário”
jogador deve aplicar-se ao evento ou ele funcionará
até o final do turno corrente. Imunidades, raça e outras
normalmente. Por exemplo, um jogador com Bell of Might em
habilidades especiais continuam funcionando normalmente.
seu poço é alvo do evento Cataclisma. O jogador pode
escolher serenizar ou negar o evento, desse modo
CARTAS-RESPOSTA
cancelando-o, ou escolher duplicar o evento contra uma outra
A regra padrão do jogo SPELLFIRE é que o efeito das cartas
pessoa. Ele não pode fazer ambos; só lhe é permitido fazer
jogadas acontece na ordem em que elas entram em jogo. Em
uma única ação em resposta.
outras palavras, quando uma carta é jogada, todos os seus
Um jogador que tente negar um evento pode ainda escolher
poderes devem ser satisfeitos antes que outra carta seja
serenizar esse evento se o método para negá-lo falhar. Do
jogada.
mesmo modo, um jogador que tenha tanto um Limited Wish,
Há uma notável exceção a essa regra. Algumas cartas, como
quanto um Intercession em sua mão pode fazer duas
o evento Serenidade, são especificamente designadas para
tentativas para negar o evento (desde que outro jogador
serem cartas-resposta. Quando uma carta-resposta é jogada,
disperse seu Limited Wish, já que seria como se ele ainda não
ela nega os poderes da carta jogada antes dela. Em todos os
tivesse tomado nenhuma ação em relação ao evento; seu
casos, ela deve ser a próxima carta jogada pelo jogador
primeiro feitiço nunca ocorreu). Mesmo que todos os métodos
afetado. Por exemplo, se um jogador abaixa o evento
para negar o evento falhem, o jogador ainda pode serenizar
Cataclisma, o reino escolhido é descartado. No entanto, o
ou duplicar um evento (ações efetuadas por um jogador para
evento Serenidade nega o Cataclisma. Se o jogador baixar
parar um evento que sejam canceladas não contam como
qualquer outra carta antes de responder com Serenidade ou
ações contra a carta).
outra carta similar, o evento Cataclisma não é negado.
EVENTOS E SERENIDADE
Cúpula BSW 2021: Cartas-Resposta que são específicas de
Um evento que seja serenizado ainda existe para os demais
passo 4, como Blind Side!, mas que não especificam que
jogadores. Por exemplo, se um jogador sereniza o sevento
podem ser jogadas a qualquer momento, podem ser jogadas
Dragões de Bronze, ele não funciona contra o jogador. O
por campeões fora de combate para auxilar um campeão
Dragões de Bronze ainda previne que os demais jogadores
em batalha.
ataquem, contudo.
ITENS USADOS UMA VEZ POR TURNO
O FEITIÇO WISH
Algumas cartas têm a habilidade de poderem ser usadas “uma
O feitiço Wish não é um feitiço do tipo counter como Limited
vez por turno”. Na maioria dos casos, isso significa que aquele
Wish; ele não pode negar a maior parte dos eventos. Ele
jogador pode usar aquele poder durante a etapa 3 do seu
somente pode ser usado para negar um evento com duração
turno. Ele pode então usar o poder novamente durante a
determianda (como eventos que duram “até o final do próximo
etapa 3 de seu próximo turno.
turno deste jogador”). Ele não pode ser usado para cancelar
Algumas cartas precisam esperar uma outra ação antes que
eventos como Cataclisma ou A Caravana já que os efeitos
seus poderes sejam ativados. Por exemplo, o Bell of Might
dessas cartas são instantâneos.
pode ser usado “uma vez por turno” para duplicar os efeitos de
um evento. Em situações como essa, o item pode ser usado
PODERES ESPECIAIS E CONFLITOS
uma vez entre a etapa 3 de seu turno e a etapa 3 de seu
Muitos reinos, campeões, e aliados tem poderes especiais
próximo turno. Lembre-se que turnos extras adquiridos pelo
relacionados ao combate. Esses somente acontecem caso a
evento A Caravana, ou pela destruição de Ancient Kalidnay
carta esteja envolvida no round de batalha, exceto se a carta
não contam.
especificar o contrário. Poderes de reinos e fortalezas
Ítens que duplicam os poderes ou habilidades de um campeão
funcionam quando o reino for atacado.
ou carta precisam ser ativados durante a etapa 3 do turno
Algumas vezes há conflitos entre habilidades, em que uma
corrente ou imediatamente quando jogados (como durante a
habilidade contradiz completamente uma outra. Na maioria
etapa 4 quando o item é jogado diretamente da mão). Um
dos casos, uma cuidadosa reflexão dos jogadores pode
jogador não pode esperar pelo início da batalha, enviar um
resolver como será o funcionamento das cartas. Se não
campeão ao combate e então decidir o poder ou habilidade a
houver consenso, a primeira carta jogada usa seu poder
ser copiado.
primeiro. No caso de campeões em combate, o atacante usa
seu poder primeiro, já que ele entra em combate antes. O
EVENTOS E FEITIÇOS DUPLICADOS
mesmo é válido para os itens mágicos e artefatos anexados
Feitiços e eventos que sejam cópias de cartas recém-jogadas
que são trazidos para o combate do poço do jogador.
são tratados como feitiços e eventos normais, possuindo todos
Por exemplo, um jogador ataca um reino com Adorável
os benefícios e malefícios da carta original. Eles podem ser
Colleen. O defensor escolhe o campeão Pergaminho Vivo. O
dispersados, devolvidos ao lançador original, serenizados e
poder da Colleen imediatamente destrói um campeão
negados normalmente. Trate cada efeito como uma carta em
monstro. O poder do Pergaminho imediatamente destrói
separado para efeitos de cartas-resposta.
qualquer herói. Contudo, como Colleen foi jogada primeiro, o
jogador atacante usa primeiro o poder de seu campeão.
ESCLARECIMENTOS
Nesse caso, Colleen derrotaria o Pergaminho Vivo e retorna
Algumas cartas e regras causaram alguma confusão em
relação ao seu funcionamento correto. Enquanto baralhos de

Regras da Jogo - Página 14


4ª edição não incluem essas cartas, jogadores mais antigos Aventureiros: Este é um tipo de carta que adquire poderes de
podem ainda estar usando-as em seus baralhos. Os acordo com o número de aventureiros no mesmo poço. Um
comentários abaixo prevalecem sobre o texto literal da carta. aventureiro retém seus poderes como se estivesse no poço.

CARTAS FORA DO JOGO Aliados: Estas cartas são adicionadas a um campeão


Cartas retiradas da área considerada “em jogo” não mais (normalmente durante a etapa 4 - combate) para aumentar o
possuem qualquer efeito (de longa ou curta duração) no jogo. seu nível ajustado. Eles não devem ser considerados como
um tipo de campeão (herói, mago, monstro, etc.) mesmo que
ALARM (85/NS) suas imagens induzam a isso. Alguns aliados são
Esse feitiço pode agora ser lançado a qualquer momento para considerados mortos-vivos, dragões, voadores, cavadores
cancelar uma habilidade de ladrão (Defensivo). Ele pode ou possuem algum outro tipo de classificação relacionado à
também ser lançado na etapa 4 em um campeão adversário movimentação ou raça.
para previnir que o campeão use qualquer outra habilidade de
ladrão durante o round de combate (Ofensiva/4). Artefatos: Estes poderosos ítens podem ser anexados
somente a um campeão do mesmo mundo que o artefato.
ANCIENT KALIDNAY (92/AR) Cada campeão pode ter anexado apenas um artefato de cada
Esta carta permite a um jogador jogar um novo turno ao vez, porém a Moeda da Megalomania (419/2nd ou
arrazar este reino na etapa 5 de seu turno corrente. Quando 381/Portuguese Edition) permite que um campeão tenha
jogado pela primeira vez, Ancient Kalidnay é colocado na artefatos de qualquer mundo. Alguns artefatos podem ser
vertical na formação. Ume vez que seu poder especial de anexados a reinos do mesmo mundo (durante a etapa 3 ou
garantir um turno extra seja ativado, ele é colocado na na etapa 4 se o reino estiver defendendo a si próprio).
formação na horizontal, assim como os demais reinos Artefatos não são considerados ítens mágicos.
arrasados. Se reconstruído, ele deve ser jogado na horizontal
e retém apenas o poder especial de ser consdireado um reino Cartas anexadas: Ítens mágicos e artefatos são
RAVENLOFT. Ancient Kalidnay pode gerar apenas um turno normalmente anexados a campeões (raramente também a
extra por jogo. reinos) durante a etapa 3 ou 4 do turno de um jogador. Outras
cartas (como feitiços, habilidades de sangue, habilidades de
AVANIL (5/BR) ladrão, cartas de combate desarmado, entre outras) podem
Quando Avanil é descartado para gerar o saque de cinco também ser anexadas a um campeão (normalmente durante a
cartas extras, ele é enviado para o Abismo ao invés de para a etapa 4 - combate). Ítens mágicos e artefatos normalmente
pilha de descartes. Esta regra especial se aplica apenas a retornam da batalha com o campeão vitorioso; outras cartas
torneios. anexadas são normalmente descartadas ao final do round de
batalha. Durante o combate, uma carta anexada é aquela que
CONTROL WIND (74/PW) permanece no combate até o seu fim. Isso não inclui cartas
Essa carta de poder psiônico confere ao jogador e seus que apenas “vêm e vão”.
campeões imunidade aos efeitos defensivos de feitiços,
eventos benéficos e poderes benéficos de um campeão além Anexos: Algumas vezes, o poder de uma carta refere-se aos
de protegê-los de tais cartas de outros jogadores. Logo, anexos do campeão oponente. Na maioria das vezes, isso
enquanto o jogador beneficiado por Control Wind não teme os significa todas as cartas anexadas ao campeão oponente
efeitos de um evento maléfico, ele também não pode se naquele momento. Algumas vezes, contudo, o termo pode ser
beneficiar de eventos benéficos como Boa Sorte e Caravana refererir apenas a ítens mágicos e artefatos.
durante a duração do poder. Um feitiço Wish pode passar pela
proteção de Control Wind, contudo. Avatares: Estas cartas representam os deuses do jogo de
cartas SPELLFIRE. Cada um deles normalmente requer o
POOR ORIENTAL LORD (20/DU CHASE) sacrifício (descarte) de outras para ser trazido ao jogo. Nenioc
O poder de Poor Oriental Lord se aplica a cartas marcadas em (284/4a edição) pode ser sacrificada para trazer um avatar
seu verso com a expressão “Primeira Edição”. Cartas sem para o jogo.
uma edição não são afetadas pelo poder de Poor Oriental
Lord. Nível Base: Este é o nível impresso na carta. Em alguns
casos, o nível base de uma carta pode mudar devido ao
GLOSSÁRIO horário da partida ou a outras circunstâncias. Raistlin Majere
Algumas vezes pode ser difícil determinar realmente o que um (31/DL) é um exemplo de uma carta cujo nível base pode
determinado termo quer dizer. O glossário a seguir serve para mudar.
ajudar a resolver essa confusão. Entradas em negrito indicam É possível que uma outra carta afete o nível base de um
que o termo usado está definido em algum outro ponto do campeão, como, por exemplo, Orcus (44/NS). Tais ajustes são
glossário. sempre aplicados diretamente ao nível base do campeão
(independentemente da Ordem de Ativação). Em outras
Abismo: Este é o lugar onde as cartas são enviadas quando palavras, o nível ajustado do campeão se torna o seu novo
afetadas por feitiços como Estate Transference (437/3 rd), nível base enquanto a carta que provocou o ajuste
Takhisis’ Abyssal Gateway (13/DL Chase) ou Mindkiller permanecer em jogo.
(56/UD). Eventos descartados sem uso são enviados
também para o Abismo. Cartas podem ser recuperadas do Batalha: Este termo refere-se a um ataque a um único reino
Abismo pelos poderes de cartas como Gatekeeper (422/3rd) ou durante a etapa 4 do turno de um jogador. A batalha pode
Karlott the Shaman (63/3rd). Um campeão com poder usado durar por vários rounds, com novos atacantes e defensores a
“uma vez por turno” recuperado do Abismo ainda precisaria cada round. A batalha termina quando o jogador atacante
aguardar um turno para que seu poder seja usado (salvo se arrasar ou descartar o reino atacado, quando o defensor
ele estivesse já fora do jogo por mais de um turno). descartar (derrotar) um campeão atacante ou quando o
campeão atacante não vencer um round de batalha. A batalha
Nível ajustado: Este é o nível atual de um campeão (seu pode terminar também por vontade do jogador atacante após
nível base (impresso) mais os bônus das cartas anexadas). Se um round de batalha. Na mairia das vezes, quando a carta
uma carta se refere ao nível do campeão sem especificar nível menciona o termo "batalha," ele se refere ao round de batalha
base ou nível ajustado, considera-se que a referência é ao em que estiver envolvida.
nível ajustado.
Habilidades de sangue: Este tipo de carta pode ser usado
por campeões regentes como parte se sua habilidade de

Regras da Jogo - Página 15


ícone. Todas as habilidades de sangue são classificadas descartado, então o campeão vai para a pilha de descartes
como defensivas ou ofensivas, assim como os feitiços. independentemente de seus poderes especiais.

Bluelines: Estas são regras adendas que estabelecem algum Defensivo: Esta designação quer dizer que o poder da carta
tipo de classificação à carta, como, por exemplo, estabelecer afeta somente a si mesma (não um campeão adversário). Por
que um campeão em particular seja morto-vivo ou voador exemplo, o feitiço Mirror Image (386/4th) dobra o nível do
pela aparência do desenho em sua carta. Bluelines são campeão lançador. A menos que especificado o contrário, um
sempre obrigatórias em torneios e costumam ser aceitas pela campeão nunca é imune a cartas defensivas.
maioria dos grupos de jogadores.
Descartado: Cartas de Spellfire são descartadas como
Serenizar (Calm): Este termo significa ignorar os efeitos de resultado de uma derrota em batalha ou pelo poder especial
um evento maléfico para um determinado jogador. O evento de uma carta usada em outras etapas do jogo, como feitiços
ainda afeta os demais jogadores em jogo, mas o jogador que usados no poço do adversário. A menos que o contrário seja
sereniza o evento continua a jogar como se o evento não especificado, cartas que são descartadas vão para a pilha de
estivesse ali. descartes do jogador. Cartas descartadas são sempre
enviadas para a pilha de descartes do seu dono mesmo que
Cancelar: Este termo refere-se ao método usado para elas estejam sendo usadas por outro jogador através do poder
remover-se uma determinada carta do jogo ou cancelar o seu especial de uma carta. Termos equivalentes a “descartado”
poder especial. Por exemplo, Limited Wish cancela um evento, incluem killed (morto), swallowed (engolido), devoured
removendo-o do jogo e o enviando ao Void antes que seus (devorado) e slain (assassinado). Lembre-se que ser
efeitos ocorram. Algumas cartas não podem ser canceladas, descartado sempre causa uma derrota, mas ser derrotado não
como Genie Bottle (436/3ª edição). implica sempre em ser descartado.

Lançador: O campeão capaz de lançar um feitiço de mago ou Cúpula BSW 2021: Cartas que previnem que outra seja
de clérigo. Também pode ser chamado de spellcaster descartada, mas que não mencionam especificamente a pilha
(lançador de feitiço). de descartes, não previne que a carta salva seja enviada para
o Abismo, Void ou Limbo, pois, para que ela previna que a
Campeão: Uma carta com o ícone de mago, herói, clérigo, carta afetada seja enviada para qualquer outra pilha, a
psionicista, regente, ladrão ou monstro em seu canto superior menção deve ser expressa ou usar a designação genérica
esquerdo. removed from game (removido de jogo).

Cúpula BSW 2021: os poderes de campeões que simulam o Pilha de descartes: Quando uma carta é descartada através
uso de uma carta suporte devem ser tratados como um poder de combate ou pelo poder especial de uma carta, ela é
de campeão como outro qualquer, apesar da redação de colocada na pilha de descartes daquele jogador. Algumas
seu poder. Seu uso não provoca a ativação de cartas como cartas fazem com que a pilha de descartes seja
Mulmaster (73/4th ed) ou Highmaster Illithios (21/DU ch), reembaralhada com a pilha de saque do jogador ou permitem
tampouco podem ser negados como se fossem cartas que uma carta seja comprada diretamente da pilha de
suporte. descartes durante o jogo. A pilha de descartes deve ficar
separada das demais áreas do jogo (o Abismo, Limbo, o Void
Clérigos: Estes campeões podem lançar feitiços de clérigo e a pilha de saque).
como parte de suas habilidades de ícone. Clérigos são imunes
à regra Medo de Mortos-Vivos. Dispersar: Este termo normalmente refere-se ao uso dos
feitiços Dispersar Magia ou Dispel em um outro feitiço.
Costa: Esta é a designação para reinos que tenham oceanos Campeões cujos feitiços não possam ser afetados pelo feitiço
ou mares em alguma parte de seu desenho. Reinos costeiros Dispersar Magia não podem ter seus feitiços dispersados
podem ser atacados por campeões e aliados nadadores, dessa maneira.
independentemente de sua posição na formação. Alguns
reinos (como Doc's Isle [5/RR]) possuem figuras que retratam Dragões: Campeões e aliados designados como dragons
água, mas ainda são considerados reinos costeiros. Pela (dragões) ganham bônus ou penalidades baseados nos
Cúpula BSW 2010, reinos com rios (embora não propriamente poderes especiais de outras cartas. Muitos dragões são
costeiros), também podem ser atacados por campeões e campeões monstros, porém eles podem ser de qualquer tipo.
aliados nadadores independentemente de sua posição na
formação. Pilha de saque: Esta é a pilha de cartas de onde um jogador
saca suas três cartas no início de seu turno. Quando um
Cúpula BSW 2016: com o lançamento de novas cartas e jogador pega a última carta de seu baralho, ele não tem o
aumento da quantidade de campeões com o poder de direito a sacar novas cartas até que ele crie uma nova pilha de
movimentação e/ou de burlar restrições de ataque, retorna-se saque. Ao final do turno em que o jogador fique sem cartas em
ao entendimento original da expressão coastal realm/reino sua pilha de saque, ele reembaralha sua pilha de descartes,
costeiro, proibindo o ataque de reinos protegidos que que se torna sua nova pilha de saque.
contenham apenas rios por campeões nadadores.
Dungeons: Estas cartas especiais são consideradas uma
Combate: veja Batalha. Cúpula BSW 2015: Cartas com o carta grátis na construção de um baralho; elas não contam
termo combate têm seu poder ativado quando o passo 4 como parte de um baralho, desse modo criando tamanhos de
inicia. baralho de 56, 76 ou 111 cartas. Dungeons garantem
vantagens especiais a um jogador. Estas vantagens variam
Round de combate: Este seria a etapa de uma batalha em desde a ativação de regras opcionais do jogo a evitar que a
que um campeão atacante enfrenta um campeão defensor. pilha de saque do jogador seja espionada.

Derrotado: Um campeão é considerado derrotado se ele for Anão: Campeões e aliados designados como dwarves
forçado a ser descartado em batalha devido ao poder de uma (anões) ganham bônus ou penalidades baseados nos poderes
carta ou se seu nível ajustado for menor que o de seu especiais de outras cartas. Cartas designadas como sendo
oponente, e ele não puder ou não quiser mais jogar cartas que duergar são também consideradas anões.
aumentem o seu nível. Exceto se o poder do campeão
especificar o contrário, campeões derrotados são enviados Cavando: Um campeão com a habilidade de cavar pode viajar
para a pilha de descartes. Se o poder de uma carta especifica por baixo da terra para atacar qualquer reino na formação de
que o campeão derrotado por ela deve ser necessariamente um jogador. Cavadores não podem atacar reinos que sejam

Regras da Jogo - Página 16


imunes especificamente a cavadores ou cujo texto declare que (382/4ª) podem parar todos os eventos benéficos.
não podem ser atacados por cavadores. Cavadores também
não podem atacar reinos que especificamente só podem ser Heroes (Heróis): Este é um tipo de campeão cujo ícone lhe
atacados por outros tipos de campeão (como "Pode ser dá a habilidade para usar cartas de combate desarmado.
atacado somente por clérigos" ou "Pode ser atacados
somente por voadores ou nadadores"). A habilidade de cavar Holdings (Fortalezas): Uma fortaleza é anexada a um reino
não se extende aos aliados a menos que especificado no durante o passo 2 do turno do jogador. Uma fortaleza precisa
texto do campeão cavador. ser do mesmo mundo do reino, a menos que seja por um
poder especial. Por exemplo, uma fortaleza DARK SUN só
Elfo: Campeões e aliados designados como elves (elfos) pode ser colocada em um reino de DARK SUN. Não pode ser
ganham bônus ou penalidades baseados nos poderes colocada com um reino com logo de qualquer outro mundo.
especiais de outras cartas. Qualquer tipo de campeão pode Na maioria dos casos, o poder da fortaleza só pode ser usado
ser elfo. Quaisquer cartas designadas como half-elves (meios- quando o reino em que está anexado está sendo atacado.
elfos) são consideradas elfos.
Icon (Ícone): O ícone é o símbolo no canto esquerdo superior
Elfo (Drow): Campeões e aliados Elf (Drow) são considerados da carta, designando o tipo da carta. Dentro do ícone está o
elfos e elfos (drow) para fins de poderes especiais de cartas. nível ou nível bônus da carta, se possuir.
Campeões e aliados designados como elf (drow) (elfo [drow])
ganham bônus ou penalidades baseados nos poderes Ignore (Ignorar): É um meio termo entre Imunidade e Negar,
especiais de outras cartas. onde o jogador cancela para si o poder e nível de cartas
ofensivas e o nível de cartas defensivas, permitindo que
Events (Eventos): Estas cartas podem ser jogadas a poderes defensivos ou que não afetem ao jogador
qualquer momento, a menos que haja um tempo específico permaneçam agindo para o oponente.
para jogar a carta. Cada uma tem um poder especial que tem
efeito imediatamente. Uma vez jogado, um evento é colocado Immunity (Imunidade): Cartas de Spellfire com uma
no Void e não pode ser jogado novamente. Se de alguma imunidade não podem ser afetadas por um tipo específico de
maneira é descartado sem ser usado, é colocado no Abismo. carta ou efeito da carta. Isto inclui níveis e poderes de tais
cartas. Cartas imunes a feitiços ofensivos são imunes à
Exposed Realm (Reino Exposto): O reino dianteiro é o único feitiços de mago e clérigo; cartas imunes a psiônicos são
que um campeão pode atacar se ele não é voador, nadador, imunes a cartas de poder psiônico ofensivo, e o poder
ou cavador, ou possua um outro poder especial. Quando o especial ofensivo de campeões psiônicos, etc. A menos que
reino de um jogador é arrasado e virado para baixo, são esteja especificado na carta, uma imunidade nunca se aplica a
expostos outros atrás dele que podem ser atacados. Na cartas defensivas.
pirâmide da formação, cada reino da fila do meio protege dois
reinos da última fila. O reino do centro na última fila é In Play (Em jogo): Este termo recorre a cartas que estão na
protegido por ambos os reinos da fila do meio. mesa, não contam a mão do jogador, pilha de descarte, limbo,
ou o abismo. Cartas no poço, reinos e fortalezas na formação,
Flyers (Voadores): Campeões e aliados com habilidade para e qualquer carta que é usada em batalha é considerada em
voar podem atacar qualquer reino, independente de sua jogo. Até mesmo reinos arrasados são considerados em jogo.
posição, intervindo o vôo em cima dos reinos. Se uma carta Cartas com um estado de duração declarado em efeito na
não especifica que é um voador, não é, até mesmo se a figura mesa são considerados em jogo.
mostra que há asas ou o nome da carta insinua a habilidade
de voar. Voadores não podem atacar reinos que tenham o Kender (Kender): Veja Halfling.
específico estado de imunidade a voadores ou que voadores
não possam atacar. A habilidade para voar não é concedida Limbo (Limbo): Cartas temporariamente removidas do jogo
automaticamente a aliados a menos que esteja especificado pelos poderes especiais de outras cartas, mas não
na carta do voador. descartadas ou enviadas ao Abismo ou Void, são
instantaneamente enviadas ao Limbo. Cartas no Limbo
Formation (Formação): O padrão das cartas na mesa é retornam ao jogo no final do turno do jogador delas. Se um
chamado a formação. A formação padrão é uma pirâmide de oponente pôe um reino ou campeão em jogo que está
seis cartas com a base voltada ao dono. atualmente no Limbo, a Regra do Cosmos descarta o
campeão do Limbo quando voltar ao jogo. Um campeão que
Gnome (Gnomo): Os campeões e aliados designados como for enviado ao Limbo durante combate perde todos os seus
gnomos ganham bônus e penalidades baseado nos poderes anexos. Um campeão enviado ao Limbo fora de combate
especiais de outras cartas. retém os anexos dele.

Halfling: Os campeões e aliados designados como halfling Magical Items (Itens Mágicos): Estes dispositivos tem
ganham bônus e penalidades baseado nos poderes especiais poderes especiais inerentes e são anexados a um campeão
de outras cartas. Cartas designadas como kender são durante o passo 3 ou 4 (combate). Um campeão pode ter
consideradas Halfling. qualquer número de itens mágicos. Cada item mágico lista se
é defensivo (só afeta o seu lado) ou ofensivo (afeta o lado
Hand (Mão): Isto se refere as cartas seguradas (mas não oponente). Todos os itens mágicos de um campeão podem
estão em jogo) por este jogador. ser usados quando atacando ou defendendo um reino (a
menos que o contrário seja indicado).
Harmful (Maléfico): Maléfico é uma designação para as
cartas de evento que têm efeitos prejudiciais a um ou mais Monsters (Monstros): Monstros podem usar itens mágicos e
jogadores no jogo. Estes tipos de eventos podem ser negados artefatos normalmente, além de quaisquer outros poderes
com o uso de Calm (400/4ª), ou qualquer outra carta cujo especiais que eles possuam. O ícone vermelho do monstro
poder especial nega eventos prejudiciais. não possui um poder de ícone.

Helpful (Benéfico): Benéfico é uma designação para cartas Negate (Nega): Este termo se refere a um método para
de evento que têm efeitos benéficos para um ou mais remover do jogo um tipo particular de carta ou tirar o poder
jogadores no jogo. Este tipo de evento não pode ser negado especial de uma carta. Algumas cartas poderiam ser imunes
pelo uso de Calm, entretanto eles podem ser negados por ao poder de negação relatado. Por exemplo, “negando um
outras cartas cujos poderes especiais negam eventos feitiço recém jogado” se refere a estar dispersando um feitiço.
benéficos. Helm (255/4ª), Intercession (48/RR), e Limited Wish Assim, um campeão que não pode ter o feitiço dele

Regras da Jogo - Página 17


dispersado seria imune ao poder. um reino e um jogador defendendo não coloca um campeão
para defendê-lo, o reino é arrasado. A carta reino é virada com
Offensive (Ofensivo): Esta designação significa que a carta a face para baixo, mas continua na formação (prevenindo que
tem um poder que afeta diretamente outra carta. Por exemplo, outros jogadores joguem o mesmo reino na formação deles).
Vorpal Blade (56/FR) imediatamente derrota um campeão Os poderes do reino não funcionam mais. Qualquer fortaleza
adversário se o jogador saca um “3” ou menos, sendo um item anexada ao reino será descartada. Reinos arrasados são
ofensivo. descartados quando um novo reino é colocado naquela parte
da formação. Durante o passo 2 do turno de um jogador ele
Opponent (Oponente): Isto normalmente significa o jogador pode descartar 3 cartas de sua mão para reconstruir um reino
ou campeão que você está enfrentado na batalha. Alguns arrasado ao invés de jogar um da sua mão.
poderes especiais podem ser usados contra qualquer
oponente, enquanto que alguns só podem ser usados contra o Realms (Reinos): Tipicamente um reino, nação, ou império,
jogador adversário ou campeão. reinos são colocados na formação do jogador. A menos que
declarasse nos poderes especiais da carta, os poderes de um
Phase (Fase): O jogo de Spellfire é dividido em fases reino só podem ser usados quando o reino é atacado. Reinos
(passos) crescentes que dividem a ordem do jogo. Fase 1 é são colocados na formação voltados para o oponente assim
quando você saca cartas, fase 2 é quando você joga reinos, ele pode ler os poderes especiais do reino.
etc. Recorra a seção Jogando o Jogo das regras para uma
listagem completa. Regents (Regentes): Este tipo de campeão pode usar cartas
de habilidade de sangue como parte das habilidades de ícone
Player (Jogador): Isto se refere a pessoa que joga o jogo; o do campeão (do mesmo modo que um clérigo pode lançar
que controla as ações para um grupo particular de campeões feitiços de clérigo). Os regentes também podem usar itens
e outras cartas. Quando uma carta tem como alvo o jogador, mágicos, artefatos do mesmo mundo, e qualquer outra carta
ela normalmente se refere a sua mão de cartas. permissível pelos seus poderes especiais.

Played against in combat (Jogado contra em combate): Removed from Game (Removido do Jogo): Veja Void.
Isto se refere a cartas jogadas dentro do combate; cartas que
já estavam anexadas não contam para ativar um poder Round: Um round é um combate simples de campeão versus
especial com esta estipulação. Por exemplo, a Rod of 7 Parts, campeão, um de ataque, e um de defesa. Pode incluir
Part 7 (27/AR) permite que o possuidor ignore uma carta qualquer número de feitiços, aliados, e itens mágicos. Uma
jogada contra ele em combate. Qualquer carta que entre em batalha frequentemente dura multiplos rounds.
combate depois que os poderes especiais do atacante e
defensor (e seus itens anexados) foram ativados pode ser Rule Cards (Carta Regra): Cartas regras são jogadas no
ignorada. início do turno de um jogador (passo 0), antes de sacar as três
cartas dele. Estas cartas mudam as regras do jogo de uma
Pool (Poço): Campeões, itens mágicos, e artefatos que foram maneira muito específica. Esta mudança afeta todos os
postos em jogo estão no poço. Quando um campeão ataca ou jogadores a partir do momento em que a carta regra está em
defende, não é considerado que ele esteja no poço. Não jogo. Se outro jogador puser uma carta regra em jogo, a
podem ser devolvidos a mão, cartas que estejam no poço, anterior é descartada e seu poder já não tem efeito no jogo.
exclua-se quando por poderes especiais de cartas. Cartas no
poço não contam no limite de tamanho da mão do jogador. Cúpula BSW 2021: cartas regra devem ser consideradas
Um jogador pode colocar qualquer número de campeões no como cartas pertencentes ao jogo e não ao jogador que as
poço dele. Jogador sem reinos (incluindo arrasados) tem que põe em jogo
descartar o poço inteiro ao término do turno do jogador atual.
As cartas são jogadas no poço tipicamente no passo 3 do seu Special Powers (Poderes Especiais): A maioria das cartas
turno ou como resultado de espólios de vitória. no jogo de Spellfire tem poderes especiais que podem ser
vistos na caixa de texto da carta. Poderes especiais entram
Psionic Attack (Ataque Psíônico): Isto se refere a qualquer em vigor sempre que uma carta é usada durante o jogo ou se
poder psiônico ofensivo ou habilidade de campeão psiônico. ela é alvo do poder especial de outra carta. Quando os
Pro exemplo, Agis (261/1ª) pode psionicamente destruir um poderes especiais de uma carta tem por base um tipo de carta
monstro oponente. Cartas com imunidade a psiônicos (veja Ordem de Ativação). Outro termo para poderes especiais
ofensivos (ou ataque psiônico) seriam imunes ao poder dele. é habilidades especiais.

Psionic Power Cards (Cartas de Poder Psíônico): Estas Spells (Feitiços): Magos e clérigos podem lançar feitiços
cartas são utilizáveis por campeões psíônicos como parte de como parte de suas habilidades de ícone. Magos podem
sua habilidade de ícone (do mesmo modo um mago pode usar lançar apenas feitiços de mago e clérigos lançam apenas
feitiço de mago). Como feitiços, cartas de poder psíônico são feitiços de clérigo. Cada feitiço marca se é defensivo ou
ofensivas ou defensivas e podem ser canceladas pelos ofensivo. Não tem nada a ver com quem está atacando ou
poderes especiais de outras cartas. defendendo. Podem ser usados feitiços ofensivos quando
atacando ou defendendo um reino, assim como feitiços
Psionicist (Psíônico): Este tipo de campeão pode usar cartas defensivos. Cada feitiço também marca o passo do turno em
de poder psíônico como parte de sua habilidade de ícone. que o jogador pode lançá-lo (por exemplo, Off/4). Só o jogador
Psíônicos também podem ter um poder especial que é corrente pode lançar feitiços de passo 3 e 5. O atacante e o
ofensivo ou defensivo (veja entrada individual de cartas) este defensor podem lançar feitiços no passo 4. Há também feitiços
pode ser negado pelos poderes especiais de outras cartas. que podem ser lançados a qualquer momento, contanto que
Psíquicos também podem usar aliados, itens mágicos, haja no poço um campeão capaz de lançá-los. Alguns feitiços
artefatos do mesmo mundo, e outras cartas (como feitiços) podem ser lançados a qualquer momento para conter outros
dependendo dos poderes especiais deles. feitiços ou eventos (como Dispel Magic ou Limited Wish).

Rarity (Raridade): Esta é a freqüência na distribuição das Sword (Espada): Certos itens mágicos tem na caixa de
cartas. Os quatro tipos de raridade são Comuns, Incomuns, poderes especiais da carta um designação como sendo uma
Raras e Chases. Cartas chase são as mais raras de todas as espada. Tais itens mágicos ganham bônus baseado nos
cartas de Spellfire. Se a raridade de uma carta é referida como poderes especiais de outras cartas, como um campeão que
um Reino, isto indica que esta é uma carta comum. adquire níveis adicionais ao usar uma espada. Itens mágicos
que são espadas também são armas.
Razed Realm (Reino Arrasado): Quando um campeão ataca

Regras da Jogo - Página 18


Swimmers (Nadadores): Um campeão ou aliado nadador acordo com a habilidade do ícone
pode atacar qualquer reino em uma formação oponente que
mostre um litoral em sua figura. Por exemplo, Raven’s Bluff Mundo: Isto se refere à origem do reino, Fortaleza, campeão,
(11/3ª) mostra um litoral na figura, e assim é vulnerável a ou artefato. E é vista no logo da carta logo depois do seu
nadadores. Isto inclui também reinos com desenhos que nome. O nome que vem abaixo da carta é se refere ao set da
descrevam costas ao invés de mapas, como Doc’s Island coleção e não interfere em nada durante o jogo. O logo AD&D
(5/RR). A habilidade para nadar não é conferida é o mundo inteiro; ele não é um mundo genérico cujo artefatos
automaticamente a outras cartas, assim um campeão que AD&D possam ser usados por todos campeões
ataca um reino costeiro protegido tem que ter meios para levar
seus aliados até lá se ele pretender usar os mesmos no round Cartas-Suporte (support cards): cartas cujo uso é permitido
de batalha. Segundo a Cúpula BSW 2010, reinos que pelo ícone de um campeão, como se fossem as habilidades
contenham rios em sua imagem também podem ser atacados de uma classe no universo D&D. Atualmente temos feitiços de
por nadadores independentemente de sua posição na mago, feitiços de clérigo, cartas de poder psiônico, cartas de
formação. combate desarmado, habilidades de sangue, habilidades de
ladrão e habilidades de monstro.
Cúpula BSW 2016: com o lançamento de novas cartas e
aumento da quantidade de campeões com o poder de Índios: “raça” introduzida na coleção Mitos & Lendas,
movimentação e/ou de burlar restrições de ataque, retorna-se representando os primeiros povos habitantes das américas.
ao entendimento original da expressão coastal realm/reino
costeiro, proibindo o ataque de reinos protegidos que DO QUE EU PRECISO ?
contenham apenas rios por campeões nadadores. Para organizar um campeonato de Spellfire , tudo que você
precisa é :
Thieves (Ladrões): Este tipo de campeão pode usar
habilidade de ladrão como, parte de sua habilidade de ícone  Ao menos 6 jogadores (para um campeonato com
do campeão (do mesmo modo que um clérigo pode lançar pontos)
feitiços de clérigo). Ladrões podem usar aliados, itens  Uma cópia do Guia das regras de Spellfire
mágicos, artefatos do mesmo mundo, e qualquer outra carta  E um coordenador, que é a pessoa que interpretará
que seus poderes permitam. as regras durante o campeonato. Campeonatos
grandes precisarão de mais de um juiz.
Thief Skills (Habilidades de Ladrão): Estas cartas podem
seu usadas por campeões ladrões como parte de sua
habilidade de ícone do campeão. Habilidades de ladrão ou TIPOS DE CAMPEONATO
são ofensivas ou defensivas e são usáveis apenas durante um Contando com as regras normais existem outras opções de
certo passo do turno do jogador (por exemplo Def/4). Estas regras para campeonatos de Spellfire. Uns são de nível
cartas também podem ser usadas por outros tipos de intermediário enquanto outros desafiam até mesmo jogadores
campeões cujos poderes especiais designem que eles podem experientes.
usar habilidades de ladrão. Campeonatos diferentes são válidos. Se você criar um novo
tipo de campeonato, mande nos as regras que
Trademark (Marca Registrada): Veja Mundo. consideraremos em colocar em nossa lista de opções.
Maiorias destas regras funcionam bem para decks de todos os
Cartas de Combate Desarmado: São cartas que podem ser tamanhos. Em todas as regras são adotados o “melhor de 3 “.
usadas especificamente por um tipo de campeão, geralmente O primeiro jogador a vencer 2 partidas passa para próxima
heróis, mortos-vivos ou dragões. Estas cartas são tanto fase
defensivas quanto ofensivas e geralmente são usadas no
passo 4. CAMPEONATO (Intermediáio)
Este é um torneio regular de Spellfire. Cada jogador constrói
Morto-Vivo: Campeões ou aliados mortos-vivos são tipos um deck baseado apenas no número de cartas (55,75,110) e
especiais de cartas e esta especificação vem no texto da duelam até estabelerecem as condições de vitória (6 ou 10
carta. O campeão só é considerado morto-vivo quando estiver reinos) Note que a carta Dungeon não faz parte da contagem.
escrito “morto-vivo” no texto da sua carta mesmo que o nome
e a aparência pareçam o contrário. JOGO DOS CONQUISTADORES (AVANÇADO)
O primeiro jogador a destruir quarto reinos em combate e ter
Usuário: Usuário é o campeão (não o jogador) quem usa um três reinos intactos ganha o jogo.
poder psionico, carta de combate desarmado, etc. A não ser Reinos arrasados fora de combate (devido a poderes de
que seja especificado estas cartas quando são retornadas campeões, eventos etc) não contam Um reino é somente
voltam a estes campeões usuários. considerado arrasado se for atacado com sucesso ate ser
arrasado.
Void: O Void é a palavra que no jogo nignifica “fora do Mesmo que o reino arrasado seja reconstruído não se reduz a
jogo”.Todos os eventos jogados (com sucesso ou não) são contagem de reinos arrasados do oponente. Isto significa que
enviados para o Void. Cartas no Void não podem ser você pode ganhar o jogo destruindo quatro vezes o mesmo
retornadas. reino!! Todo reino que for descartado durante o combate não
conta pontos também
Weapon (Arma): Certos itens mágicos são considerados
armas pois eles dão bônus baseados nos poderes especiais DECRETO DO REI (INTERMEDIÁRIO)
de outras cartas como campeões que ganham niveis Todos os campeões podem atacar qualquer reino
adicionais quando usa uma arma. independente de sua posição, restrição e poderes especiais.
Toda vez que um reino for arrasado em combate, o vitorioso
Quando Atacando: É ativado logo quando o atacante e pega aleatoriamente uma carta da mão do oponente e a
colocado a frente para atacar. Não precisa de defensores para descarta.
a ativação. Ela entra antes que a Ordem de ativação comece
DECK LACRADO (INICIANTE)
Quando Defendendo: É ativado quando o defensor é Este e o melhor torneio para os iniciantes em Spellfire Cada
colocado para frente para defender um reino. Ela entra antes jogador usa um deck fechado da 4 edição.
que a Ordem de ativação comece O deck só é legal se dentro dele todas as cartas forem
utilizáveis .
Magos: Estes campeões podem lançar feitiços de mago de

Regras da Jogo - Página 19


Estas regras adicionam uma dinâmica diferente ao
ESTRATÉGIAS DO MESTRE (INTERMEDIÁRIO) campeonato. Tenha certeza que as regras tenham sido
Este é um típico torneio de deck lacrado com uma mudança. bastante explicitas antes de iniciar o torneio
Depois do primeiro jogo cada jogador pega um booster
fechado de uma coleção qualquer e substitui as 12 cartas se ALIADOS
quiser. Com esta variante, o jogador é permitido de ajudar com cartas
qualquer lado de uma batalha que não esteja participando
SEM X (INTERMEDIÁRIO) mas nunca pode ajudar ambos lados.
Nesta variável, decks legais não podem ter cartas que tem o Aliados e feitiços usados nesta contribuição são descartados
numero X nelas (0-9). Por exemplo “Sem 9”. Nenhuma carta após o combate, e itens mágicos e artefatos apenas se o
com 9 no seu numero de série pode ser incluída (9, 19 , 192, campeão ajudado for descartado ou derrotado. Se o campeão
98 etc). ajudado vencer estes itens mágicos e artefatos voltam paras
as mãos de seu possuidor. Cada ítem mágico e artefato não
O “GRIND” (INTERMEDIÁRIO) pode aparecer mais uma vez por round de batalha.
Cada jogador constrói um deck baseado no número de cartas Se o campeão atacante tiver que comprar um espólio todos
(55 , 75 ou 110) e os jogadores batalham pelas condições de jogadores que o ajudaram também compram espólios mais
vitória (6 ou 10 reinos ). Note que a carta Dungeon não não podem jogá-las imediatamente.
participa da contagem.
Todos os reinos exceto aqueles jogados em qualquer MUNDOS DESTRUÍDOS
momento (Menzoberranzan), não podem ser jogados durante Qualquer reino que for enviado para a pilha de descarte ou
a fase 2 em turnos ganhos por cartas como Caravana e para o abismo é permanentemente removido do jogo; não
Ancient Kalidnay. Reinos podem ser reconstruídos pode ser retornado por qualquer meios. Este somente se
normalmente, descartando 3 cartas durante a fase 2 ou em aplica a reinos que já estejam em jogo, reinos descartados da
qualquer momento pelo poder de outras cartas, em todos os mão ou pilha de saque não colocados na pilha de descarte.
turnos. (vai para o Void).
Reinos que forem descartados sem entar em jogo vao para a
RULE LAWYER'S DELIGHT pilha de descarte normalmente.
O jogo inicia com a carta regra Lawyer's Delight (491/4th) em
jogo. Esta carta regra pode ser removida do jogo pelo meios MEDO DOS MORTOS-VIVOS
normais de remover cartas regras; mas tendo efeitos para Mortos-Vivos podem ser poderosas fontes de campeões e
todos os jogadores. Todos outras cartas regras no jogo serão aliados no jogo de Spellfire. Qualquer campeão ou aliado
aplicáveis somente para seu possuidor. morto-vivo de nível 4 ou maior automaticamente assusta
aliados de nivel 1 ou 2 do adversário (aliados mortos-vivos são
TERRAS DIVIDIDAS (AVANÇADO) imunes a este efeito). Clérigos e seus aliados são imunes a
Todos os jogadores criam decks que usam reinos, campeões, este efeito e suas cartas (como no item mágico Banner of the
fortalezas e artefatos do mundo de DarkSun. One-Eyed God) pode aumentar o nível bônus dos aliados
A regra do cosmos é dobrada, permitindo até 2 cartas iguais reservando para os campeões mortos-vivos oponentes.
em jogo, (respeitando o limite de uma carta de cada nos
decks). O jogador que colocar uma terceira carta igual as 2 já O DESCARTE DA CARTA DUNGEON
existentes na mesa escolhe qual delas será descartada. A qualquer momento de seu turno o jogador pode tirar sua
carta Dungeon do jogo para forçar qualquer carta adversária
ESPÍRITO DE EQUIPE (INTERMEDIÁRIO) que esteja na pilha de descartes para também ser removida
Este tipo de jogo requer três times de dois jogadores cada o do jogo
primeiro time a ter 10 reinos intactos no inicio do turno de
algum membro ganha o jogo. REGRA DO MELÃO
Os times não podem se sentar seguidamente uma regra de Qualquer jogador que trouxer um melão maduro para a mesa
permutação de jogadores deve ser adotada. do campeonato força os outros jogadores a comprar uma
Eventos e cartas regras que afetam o oponente não afetam o carta a menos por turno. A Regra do Melão não é acumulativa
parceiro de dupla. apenas uma carta pode ser “perdida” por turno por causa
desta regra. A pessoa que traz o melão não é afetada; mas se
REGRA DOS GUERREIROS (INTERMEDIÁRIO) dois jogadores trazem melões, todos jogadores (incluído os
Quando um campeão ganha um round de batalha atacando dois que trouxeram os melões) sacam uma carta a menos
um reino, este é arrasado automaticamente, independente do cada turno. Um mínimo de uma carta é escada cada turno.
poder especial do campeão defensor. Sem exceção.
E campeões que perdem o combate são também descartados
independente dos seus poderes. ADIVINHA
Durante o passo 2 do seu turno, você pode escolher virar com
DESAFIO DOS MAGOS (AVANÇADO) a face para baixo um dos campeões em seu poço, este deve
Todos jogadores devem construir decks com campeões de ser um campeão que possa atacar ou defender no turno e que
qualquer mundo e apenas feitiços de mago de passo 4 ou que não esteja sobre o efeito de eventos ou feitiços. Este campeão
possa ser lançado em qualquer momento . Não são permitidos então não poderá atacar nem defender até seu próximo turno.
aliados, cartas de combate desarmado ,”habilidades de Relembrando que turnos ganhos com Caravana ou Ancient
sangue” e cartas de poder psiônico. Kalidnay não contam como turno real.
Durante a fase 2 de seu turno, pegue a primeira carta do topo
WORLDWAR- GUERRA MUNDIAL (INTERMEDIÁRIO) do deck de um oponente e a descarte. Exceto se esta carta for
Esta variação força todos os decks a serem formados com um campeão que então é jogado em um confronto de um
cartas fortaleza, reinos campeões e artefatos de apenas um contra um com o seu campeão virado. Neste combate
mundo. Itens que são genéricos como artefatos que podem nenhuma carta pode ser usada nem mesmo eventos. É
ser usados por qualquer campeão não são permitidos. O contado apenas o nível e o poder dos campeões. O campeão
mundo deve ser o mesmo para o deck inteiro. Os diferentes que estiver virado é considerado atacante e a carta sacada o
mundos são AD&D, BIRTHRIGHT DARK SUN, DRAGONLANCE, defensor (o defensor automaticamente vence em empates) o
FORGOTTEN REALMS, GREYHAWK, e RAVENLOFT. vitorioso da batalha retorna ao seu poço. Note que avatars
podem ser colocados em jogo sem cartas requeridas sejam
VARIANTES descartadas.
Cada jogador só pode colocar um campeão por turno.

Regras da Jogo - Página 20


SITE BOARD -CARTAS RESERVAS Para iniciar um torneio não pontuado , não há nada que você
Esta variável de jogo permite que cada jogador traga cartas precise fazer além de escolher o tipo de regras.
reservas para serem substituídas no decorrer do campeonato. Torneios pontuados são completamente diferentes. Para
Decks que não contenham 55 cartas, uma carta dungeon iniciar um torneio pontuado você deve:
(opcional), ou Site Board contendo mais ou menos 7 cartas
não são campeonatos legais. O uso de decks e/ou Side 1) Ter no mínimo 9 pessoas
boards ilegais podem resultar na expulsão do jogador do
campeonato. O jogador pode optar por não ter cartas 2) Divulgar a Competição . Uma mensagem no seu grupo de
reservas. contados de spellfire é o suficiente para torneios menores.
Os organizadores dos campeonatos podem exigir que os Mas se for em uma convenção ou algo do tipo todas as
jogadores registrem seus decks e quais são suas cartas informações devem estar contidas nesta mensagem.
reservas. Uma vez que o registro tenha sido feito os jogadores
somente podem alterar seus decks com autorização do juiz de 3) Organizar o torneio usando as regras mais atuais. Isto
campeonato. permite a todos os participantes saberem a expectativa para o
Após cada partida o jogador pode optar por trocar de 1 a 7 torneio. Também, o torneio é somente legal tendo jogos de
cartas do seu deck pelas suas cartas reservas, sempre três jogadores ou mais e nove jogadores ou mais. Jogos de
respeitando o número máximo de eventos e a soma de níveis dois jogadores ou torneios com menos de 9 participantes não
dos campeões. O jogador pode trocar quantas vezes quiser já são permitidos nos rankings.
que deve trocar de uma em uma então a carta retirada é uma
carta reserva para a próxima troca..Sempre deve haver 7 REGRAS ESPECIAIS DE TORNEIOS DA LIGA BSW
cartas na pilha das cartas reservas. Qualquer irregularidade Spellfire: Campeonato Brasileiro – Barbárias [55]
nestas condições podem levar a desclassificação do jogador
do torneio. 1) TORNEIOS INDIVIDUAIS

CONDIÇÕES DE VITÓRIA - Regras de Campeonato: Será utilizada a Regra Brasil


São três condições de vitória diferentes para um torneio. Se atualizada, onde estão presentes as regras Spellfire
nada for explicificado elas serão consideradas as regras Resource 5.0, as Cúpulas BSW e as Pesquisas Brasil.
padrões.
- Deck: Cada jogador deverá montar três decks, cujo
CONDIÇOES PADRÕES tamanho é o padrão, de 55 cartas, mais uma carta dungeon,
O Primeiro jogador a ter 6 reinos intactos no inicio do seu de uso opcional para cada um deles, respeitando os limites de
turno é o vencedor cada tipo de carta previstos na última versão da Regra Brasil.
Cada deck deverá ser montado com uma temática diferente,
CONDIÇOES AMPLIADAS de acordo com as regras a seguir, sem repetir nenhuma
O Primeiro jogador a ter 10 reinos intactos no inicio do seu carta entre eles, incluindo as cartas dungeon: I) deck tipo
turno é o vencedor standard, sem nenhum tipo de restrição, II) deck tipo no
chase e no promo, incluindo a carta dungeon, e III) temático,
por mundo (também se aplica à dungeon), tipo de campeão ou
CONDIÇÕES BARBÁRIAS (Regra do Protetor) raça de campeão.
O jogo só acaba quando o jogador tem 6 reinos intactos em Para o campeonato serão aceitas todas as cartas originais da
sua formação no inicio do seu turno. Turnos extras não TSR, cartas em português lançadas no Brasil pela Editora
contam Abril, cartas Promo BSW (exceto a promo 17 - Holly Shit!);e
boosters Brasil (Mitos e Lendas, Inquisition BR, Millenium
Cúpula BSW 2016: visando compensar a vantagem que um BR, Chaos BR e Conquest BR). Não serão aceitos boosters
jogador possui ao ser o primeiro a jogar durante um duelo, a online não impressos pela Liga BSW.
Regra do Protetor deve ser aplicada apenas ao primeiro É proibida a utilização das cartas Poor Oriental Lord (20/DU
jogador, de forma que o jogo termine caso o segundo jogador chase) e Primitive Blood (Promo BSW 33).
coloque o sexto reino construído em sua formação. Cartas das edições alemã, francesa, espanhola e italiana
poderão ser utilizadas, desde que seus poderes sejam os
FORMAS DE ESPECIFICAÇÃO mesmos da edição brasileira lançada pela Editora Abril.
Dadas várias variações de jogo para um campeonato de Serão aceitas impressões caseiras das cartas (exceto Enter
Spellfire também será adotado um sistema para especificar as Darkness Together [10/DU Ch], desde que as cópias sejam
regras que serão adotadas nos mesmos que será feita da fiéis às originais, legíveis e coloridas.
seguinte forma.
Spellfire < Nome do torneio > -- < Condiçoes de vitória > - Promos BSW: As promos BSW são cartas promocionais da
[Tamanho do deck ] Liga BSW, distribuídas a cada realização do Campeonato
Brasileiro de Spellfire para os jogadores participantes.
EXEMPLOS As castas Promos BSW são aceitas para jogos em todos os
Spellfire : Campeonato Regional – Barbárias [55] campeonatos oficiais da Liga BSW, porém as promos
Um campeonato regional de 55 cartas distribuídas no ano em que ocorrer o campeonato não
Spellfire :Decreto do Rei (Adivinha) – Ampliadas[75] poderão ser utilizadas naquele mesmo Campeonato
Isto indica um campeonato Decreto do rei com 75 cartas Brasileiro.
usando a variavel (adivinha) como condiçoes de vitoria
- Pontuação: A seguinte pontuação será concedida aos
Se espaço não for o problema , tente detalhar o máximo as participantes do Campeonato Individual 2021 para o Ranking
especificações e regras do torneio : BSW 2021:

Spellfire Campeonato Mundial – padrão[55] 1º lugar – 50 pontos


As regras deste torneio é a Lei da Terra! Entre na batalha para 2º lugar – 35 pontos
saber quem é o melhor dos melhores. Será adotado 3º lugar – 25 pontos
pontuação dupla neste torneio. 4º lugar – 20 pontos
5º lugar – 15 pontos
Preparando um torneio 6º lugar – 12 pontos
Há dois tipo de torneios que podem ser feitos, os pontuados e 7º lugar – 10 pontos
os não pontuados. Os não pontuados geralmente são para 8º lugar – 8 pontos
poucas pessoas que se juntam para um dia ou dois de jogos. Demais participantes – 5 pontos

Regras da Jogo - Página 21


- Início do Campeonato: Os jogadores inscritos que não se Será considerado vencedor o jogador com o maior número de
encontrarem no local do evento ou não estiverem aptos a pontos após a última rodada. Em caso de empate, serão
iniciar a partida no momento do início do torneio estão sujeitos utilizados os mesmos critérios de desempate do
às seguintes penalidades: emparelhamento das rodadas.

Até cinco minutos de atraso – sem penalidade. - Abandono do evento: caso algum jogador abandone o
De cinco a quinze minutos de atraso – o jogador será evento antes de seu término, o pareamento deverá prosseguir
considerado derrotado em seu primeiro duelo e poderá jogar entre os jogadores restantes, sendo mantidos os resultados
apenas o segundo. das rodadas das quais ele houver participado. O jogador
Mais de quinze minutos de atraso – o jogador será receberá apenas metade dos pontos devidos por sua
considerado derrotado por 2 x 0, podendo participar das participação no evento.
demais rodadas normalmente.
- Enter Darkness Together (10/DU chase): Se ambos os
Jogadores não inscritos que compareçam ao local do evento jogadores estiverem de acordo, o EDT, ao invés de obrigar o
após o início do torneio poderão participar do evento, mas oponente a rasgar uma carta, pode ter seu poder impedido
estão sujeitos às penalidades acima previstas não só para a caso o adversário doe a carta para o jogador da EDT.
rodada corrente, como para todas as anteriores. Caso o evento afetado seja uma impressão caseira, seu
possuidor NÃO poderá rasgá-la para negar o poder de EDTe
- Organização do Campeonato Individual: O torneio será NÃO poderá responder com o evento Deflection.
organizado na modalidade emparelhamento suíço, no qual os EDT NÃO poderá ser impressa como as demais cartas,
jogadores enfrentar-se-ão pelos seguintes critérios: podendo ser usada apenas se for original.

- O emparelhamento em cada rodada ocorrerá dos jogadores - Cartas da mão: Um jogador deve informar corretamente a
de maior pontuação para os de menor; quantidade de cartas em sua mão sempre que solicitado pelo
- Dois jogadores não poderão enfrentar-se mais de uma vez jogador adversário.
durante o evento;
- Em caso de número ímpar de participantes, aquele que tiver - Voltar jogada: Um jogador poderá retornar uma carta
menos pontos na rodada anterior não participará da rodada jogada desde que não tenha ativado a carta ou nenhuma
corrente e receberá dois pontos (que não contarão como uma outra carta tenha sito jogada. Ex: baixar um reino e se
vitória para efeitos de desempate); arrepender: é possível retornar a carta para sua mão e baixar
- O emparelhamento da primeira rodada será efetuado outro; anexar um item a um campeão e se arrepender: é
aleatoriamente; permitido retornar o item para a mão ou anexá-lo a outro
- Critérios de desempate: campeão.
a) maior número de vitórias de três pontos; Porém se a carta foi ativada, o jogador não poderá mais voltar
b) maior número de vitórias de dois pontos; atrás. Ex: um jogador ativa o poder de Gib Kcir (16/RR
c) maior número de empates; chase) e envia uma carta não reino para o Abismo. Neste
d) saldo de reinos; caso, não é possível refazer a jogada e escolher uma nova
e) total de reinos construídos; carta no lugar da primeira.
f) total de reinos destruídos; ATENÇÃO! Esta regra não se aplica a passos! Se o jogador
g) total de fortalezas; pular um passo ao jogar uma carta, ele não poderá desfazer a
h) classificação no Ranking Brasileiro 2016; e jogada para voltar ao passo anterior (ex.: o jogador baixa um
i) número de inscrição. campeão antes de baixar um reino, caso em que ele não
poderia voltar o campeão para sua mão e baixar um reino).
A pontuação de cada rodada obedecerá aos seguintes
critérios: - Cartas da coleção em português: Subentende-se que as
cartas da coleção em português têm o mesmo nome e poder
- Vitória por 2x0: concedidos 3 pontos para o jogador das cartas da segunda edição em inglês, portando não
vencedor; poderiam ser usadas em um mesmo baralho, exceto as cartas
- Vitória por 2x1 ou 1x0: concedidos 2 pontos para o jogador 85, 97, 143, 168, 178, 179, 182, 191, 197, 218, 219, 238, 239,
vencerdor; 267, 326, 339, 345, 381 e 399, que possuem nomes e
- Empate: concedidos 1 ponto para cada jogador. poderes diferentes que suas contrapartes, cartas 401 a 420 da
segunda edição.
Obs. Resultado de uma partida não concluída antes do Para fins desta regra, equiparam-se à coleção em português
término do tempo: Será declarado vencedor o jogador que as edições em alemão, em espanhol, em francês e em
obtiver o maior resultado nos seguintes critérios em ordem italiano.
decrescente: 1) total de reinos construídos, 2) total de reinos
arrasados, 3) total de fortalezas, 4) total de campeões no poço - Cartas com mudanças de poder entre edições: Em jogos
ou 5) total de artefatos e itens anexados. da Liga, a carta possui o poder descrito em seu texto (mais
eventuais bluelines contidas na Regra Brasil), não tendo seu
Cada rodada será composta por um duelo em melhor de três, poder atualizado pelas novas edições do jogo. P.E. o Rings of
com duração de 60 minutos. Após o 50º minuto, não se All-Seeing da primeira edição não pode descartar uma carta
poderá iniciar uma nova partida. Cada jogador terá 30 da mão do adversário no passo 0 como a sua contraparte da
minutos para realizar todas as suas jogadas durante a 4ª edição.
rodada, tempo este cronometrado em relógio apropriado
(recomenda-se o uso do aplicativo Chessclock). Caso o tempo - Saque e cartas da mão: Durante o passo 1, considera-se
do jogador se esgote, seu oponente será considerado que o jogador instantaneamente comprou suas cartas
vencedor da partida por 2x0 permitidas naquela etapa do turno, não havendo qualquer tipo
Após cada rodada, haverá um intervalo de 10 minutos para de intervalo durante este ato, ainda que, na prática, o jogador
descanso, e a cada 3 rodadas haverá um intervalo de, no pegue uma carta de cada vez em sua pilha de saque.
mínimo 30 minutos, a critério da organização do evento. Cabe lembrar ainda que a ação de comprar cartas no passo 1
é obrigatória, não podendo o jogador prescindir do saque por
O evento terá a duração de 10 rodadas, 6 no primeiro dia e 4 qualquer razão.
no segundo. O total de rodadas poderá ser alterado a critério
da organização do evento em virtude do número de jogadores - Encerramento do Passo 0: O passo 0 é considerado
presentes. encerrado quando o jogador retira ao menos uma carta de

Regras da Jogo - Página 22


sua pilha de saque ou ainda quando ele olha qual será a Os parceiros poderão usar cartas para ajudarem-se contra
próxima carta a ser sacada. jogadas dos adversários, como eventos, feitiços, etc. Note que
os requisitos para utilização das cartas, como passos ou
- Two-Draw Mulligan: Não é permitido ao adversário efetuar existência de um lançador de feitiços, devem ser respeitados
qualquer tipo de jogada em resposta ao pedido de mulligan de normalmente;
um jogador.
Os parceiros poderão ajudar-se também em combate (tanto
- Intervenção do Juiz: Um juiz só poderá arbitrar jogos em no ataque, quanto na defesa), com o empréstimo de
que não esteja participando como jogador e somente poderá quaisquer cartas legalmente usadas no passo 4. Cartas-
intervir na partida quando solicitado. suporte (magias, cartas de poder psiônico, cartas de combate
desarmado, etc.) só podem ser emprestadas se o beneficiário
- Resposta a Evento: Uma resposta a eventos não puder utilizá-las. Ao final da rodada de batalha, todas as
necessariamente precisa ter um alvo válido para que ela cartas emprestadas são enviadas para as pilhas de descarte
funcione. Ex: um jogador sem reinos em sua formação lança o de seus donos, mesmo que, em situações normais, elas
evento Cataclisma (99/port ed) em um reino do seu oponente, permanecessem anexadas ao campeão beneficiado. Por fim,
e este responde com um evento Deflection (137/4th ed). Neste vale lembrar que uma carta que beneficie apenas os
caso, o adversário apenas não é afetado pelo evento campeões de um jogador não afetam os campeões de seu
originário, que exaure seu poder e é colocado no Void. parceiro (p.e. reinos Triumvirate; Garibaldi, o Herói de Dois
Para maiores informações sobre resposta a eventos, consultar Mundos, etc.).
a Regra Brasil, p.13.
Proibições
2) TORNEIOS DE DUPLAS NÃO é permitido o ataque ao parceiro em uma partida.
O torneio será organizado na modalidade round robin, onde NÃO é permitido usar o evento Espionage! (18/BR) em seu
todas as duplas enfrentam-se uma única vez, definido pelos parceiro.
seguintes critérios:
Comunicação durante as partidas.
- O emparelhamento em cada rodada ocorrerá dos jogadores Os parceiros só podem comunicar-se sobre a partida corrente
de maior pontuação para os de menor; durante o passo 4 após o campeão atacante ter sido
- Em caso de número ímpar de participantes, aquele que tiver apresentado. O conteúdo da conversa deve limitar-se à
menos pontos na rodada anterior não participará da rodada prestação de ajuda mútua durante aquela rodada de batalha.
corrente e receberá dois pontos (que não contarão como uma A violação desta regra será penalizada com a compra de
vitória para efeitos de desempate); uma carta extra pelo jogador oponente envolvido na batalha
- O emparelhamento da primeira rodada será efetuado por em seu próximo passo 2.
sorteio;
- Critérios de desempate: Pontuação
a) saldo de reinos; A seguinte pontuação será concedida aos participantes do
b) confronto direto. Campeonato de Duplas 2015 para o Ranking BSW de duplas
2015:
Cada rodada será composta por um único duelo, com 1º lugar – 30 pontos
duração de 60 minutos, no qual não se aplicará a Regra do 2º lugar – 20 pontos
Protetor. A partida termina quando o somatório de reinos na 3º lugar – 15 pontos
formação de cada componente da dupla atingir 10 reinos. 4º lugar – 12 pontos
Na hipótese de um elevado número de participantes, pode ser 5º lugar – 10 pontos
necessário alterar a modalidade do evento de round robin 6º lugar – 7 pontos
para emparelhamento suíço com número fixo de rodadas, Demais participantes – 5 pontos
caso em que se utilizará os mesmos critérios para fins de
emparelhamento de jogadores.

Será considerada vencedora a dupla com o maior número de


pontos após a última rodada. Em caso de empate, serão
utilizados os mesmos critérios de desempate do
emparelhamento das rodadas.

- Montagem dos baralhos: Os baralhos de cada jogador da


dupla deverá obedecer os mesmos critérios utilizados no
campeonato individual, não podendo haver cartas repetidas
nos decks de cada componente da dupla, de modo que cada
dupla utilize 112 cartas diferentes (caso ambos os jogadores
utilizem dungeons). Cartas de edições diferentes são
consideradas a mesma carta, mesmo que tenham desenhos
diferentes.

- Regras Especiais para Jogos de Duplas:


Cartas que afetem apenas jogadores oponentes não farão
efeito no jogador parceiro do lançador da carta, afetando
somente a dupla oponente. Por conseguinte, o parceiro
sofrerá os efeitos de cartas que afetem todos os jogadores ou
ainda todos os demais jogadores.

Regras da Jogo - Página 23


PESQUISA BRASIL E CÚPULAS
Os documentos completos de cada Cúpula de Discussão, podem ser consultados diratamente no site www.spellfiire.org, na seção
Regras Oficiais.

Abaixo constam somente o extrato das decisões ocorridas nas reuniões da Cúpulas BSW que implicaram mudança nas regras do jogo.

Na hipótese de atualização das resoluções de Cúpulas antigas em reuniões posteriores, serão postadas abaixo apenas as suas
versões mais recentes.

PESQUISA BRASIL – 2010


The Fates e Sure Things: Podem ser usadas no mesmo deck, porém uma não se beneficia do poder da outra

Runes of Future: Deverá ir para o abismo após seu uso.

Cartas uma vez por turno: Uma mesma carta só poderá ser usada uma vez por turno, mesmo que retorne ao jogo.

Bag of Holding: Não pode descartar a si mesma para ter seu poder.

The Forest Oracle: Foi tornado uma carta counter, podendo usar seu poder a qualquer momento

CÚPULA DE DISCUSSÃO 2008


4º Campeonato Brasileiro de Spellfire – Vitória/ES
- Desintegrar, Cataclisma e Psionic Disintegration (73/DU): não poderão afetar reinos destruídos (virados). Seu efeito somente
funcionará em reinos inteiros/construídos (unrazed). Para efeito de "destruir", compreendemos que o termo "destroy" ou "destroyed"
(destruir, destruído) equivale a "raze" (arrazar), portanto, a palavra destruir, expressa nessas cartas, cumpre o requisito de arrasar
quando for necessário. Revogado pela Cúpula BSW 2016

- Enter Darkness Together (10/25 DU): Ela pode ser defletida, o que faz com que o jogador de EDT, caso ainda queira cancelar o
evento/feitiço, precise rasgar a própria EDT para fazê-lo. Ex: Jogador A lança Cataclisma, jogador B lança EDT, jogador A usa
Deflection, se o jogador B quiser que o Cataclisma ainda seja cancelado terá que rasgar o EDT para fazê-lo surtir efeito.

- The Azure Tower of the Onad Fallen (24/100 DU): Esta Dungeon deixa seus eventos benéficos imunes de serem cancelados ou
negados.

- Spell-Turning: Caso utilizado em um feitiço que não afete o lançador (campeão) a exemplo de Desintegrar, ao retornar para o
lançador original não trará qualquer efeito e simplesmente se dissipará.

- Antimagic Cloud: Esta carta NÃO nega o ÍCONE de campeões, ou seja, não inabilita o campeão de ser mago, clérigo, regente,
ladrão, etc...

- Chernevik (347/500 4th): Caso receba o efeito de uma Con Game (82/100 DU), Chernevik vai para a pilha a ser dividida e caso
esteja no lado a ser descartado ele voltará ao seu poço e não será descartado. Cartas anexas a ele vão para o descarte normalmente.

- Unusually Good Fortune (11/25 FR): Pode ser lançada sobre Good Fortune quando Azure Towers the Onad Fallen estiver em jogo,

- Estate Transference (437/440 1ª ed): Se retornado, o jogador que a lançou tem um de seus reinos e seu campeão lançador
enviados para o abismo.
Se Estate é retornada (spell-turning, re-target, etc), independente de seu lançador disperse ou reflita novamente, seu lançador é
enviado para o abismo. O lançador é enviado para o abismo ao final do efeito de Estate Transference, ou seja, ele ainda pode ser
usado para usar um Dispersar Magia se necessário. Caso o lançador seja imune a feitiços ofensivos ele não é enviado para o abismo.
Ex: Pelath lança Estate no jogador B, jogador B usa Re-target, Pelath é enviado para os abismo mesmo que seu possuidor cancele ou
reflita novamente o Estate. Revogado pela Cúpula BSW 2015.

- Weasel Attack (428-1st): Quando defletido o usuário de Deflection escolhe outro jogador a ser atacado e receber os efeitos do evento
maléfico. O usuário de Weasel que fará todas as ações contra si mesmo, caso seja ele o escolhido. Quem utilizou o Weasel pode
realizar novos ataques ainda neste turno.
Se copiado Weasel o jogador pode guardar a cópia somente até seu próximo turno e será obrigado a utilizá-lo.

- Quill Pen of the Planes: Mesmo que o Quill Pen seja descartada por efeito de uma magia, carta de poder psiônico ou poder de
campeão psiônico, seu possuidor pode copiar e usar o poder da cópia antes de ser descartado.

- Necba the Wrathmaker: Se o jogador possuidor do mesmo não tiver reinos a serem atacados, seu adversário ao final do seu turno
deverá descartar o campeão de maior nível e o dono do Necba deverá descartá-lo também no mesmo instante. Revogado pela Cúpula
BSW 2015.

- Combo Renovação + Serenidade + Hijacking: Este não é permitido, pois não se pode dar duas respostas para uma mesma carta

Pesquisa Brasil e Cúpulas - Página 24


- Cartas anexas ao campeão: São consideradas partes do campeão, logo, conservam suas imunidades.

- Poder de campeão uma vez por turno: Poder de campeão que faça com que ele seja retirado do poço ou mão pelo seu possuidor
para realizar um efeito, só poderá utilizar seu poder uma vez por turno, mesmo que o mesmo retorne ao jogo, a exemplo de Gib Kcir e
Gatekeeper. Eles ainda podem utilizar de seu ícone para lançar cartas.

- Foram tornadas cartas Counter-effects e Just-cast: Wyrm's Decree (19/100 DR), The Boss Wants a Cut (21/100NS) e Nullification
(35/100 PO), portanto podem ser utilizadas a qualquer momento para obter os efeitos descritos nelas.

CÚPULA DE DISCUSSÃO 2009


5º Campeonato Brasileiro de Spellfire - Belo Horizonte/MG
- Verificar a pilha de descarte oponente: Só é permitido verificar a pilha de descarte oponente se o jogador tiver uma carta que lhe
dê esta opção, não necessariamente para usar o poder da carta;

- Turnos extras seguidos: Não é possível usar dois turnos extras seguidos ou intermediados por seu turno normal, em resumo não é
permitido ter 3 turnos seguidos.

- Uso Imediato: Se uma carta não diz expressamente que seu uso é imediato durante a batalha, por uma regra geral ela deve ter de
uso imediato;

- Mastter Illithid (DU 53): Este aliado pode pegar cartas oponentes mesmo se estiver vencendo;

- Skull Tumor (DU 49): Os campeões anexados nele não podem ser usados para baixar Avatar;

- Cartas que chequem a pilha de saque e colocam cartas em cima, devem embaralhar as cartas restantes;

- Alvo Válido: Se é lançado ou rebatido em um jogador cartas que ele mesmo escolhe o alvo, este deve escolher um alvo válido para
receber seus efeitos ele não pode escolher alvos imunes;

- Celestial Emperor (DR 43): Fornece seu poder a si mesmo;

- Orcus (NS 44): Adiciona nível a si mesmo, porém ele só fornece nível para campeões e não para aliados, por que ele adiciona ao
nível base e aliados não tem nível base;

- Lareth, King of Justice (DR 31): Ele não é Imune ao poder de campeões psiônicos;

- Ethereal Champion (4th 508): Ele não é Imune ao poder de campeões psiônicos quando no poço;

- Turnos Extras: Qualquer turno extra concedido por Caravana/Ancient Kalidnay não é considerado turno normal, portanto qualquer
carta que seja utilizada uma vez por turno não pode ser usada no mesmo;

- Final do Turno: Deve ser considerado passo 5 como o fim do turno, passo 6 é somente para passar o turno;

- Ativação no fim do Turno: Deve haver ordem de ativação no passo 5, de mesmo modo como em batalha;

- Aliados Triumvirates: São como cartas geradas, do tipo ícone Aliados, eles sofrem as mesmas conseqüências de qualquer carta
anexada ao campeão, ou seja, podem trocar de lado, ser descartados, enviadas ou limbo, abismo, etc;

- Earthquake: Os campeões envolvidos na batalha também são descartados;

- Defensor Imobilizado: Não é possível se escolher um defensor que esteja impossibilitado de defender; Ex: Trapped, Pavor, Stryck

- Wish: Mesmo um campeão imune a Wish deve ficar paralisado após usar esta magia;

- Deflection (4th 137): Não dá o direito do jogador usar o poder da carta defletida, ele somente escolhe o jogador alvo, e este escolhe
um alvo válido para sofrer os efeitos da carta.
Texto revisto pela Cúpula BSW 2013: Se Espionage (BR 18) é defletida, seu poder é perdido caso seja defletida para o jogador
original, pois é expresso no texto que deve ser outro jogador a receber seus efeitos e não seu lançador, se defletida para outro jogador
o lançador original usará o poder no alvo escolhido.

- Montagem de Deck: A partir desta Cúpula de Discussão, em todos os decks de campeonatos deverá haver somente uma ou outra
das cartas citadas abaixo, não podendo haver as duas no mesmo deck:

 Avanil ou Boa Sorte


 Ancient Kalidnay ou Caravana
 Templo da Maldade Elemental ou Hurricane

- Foram tornadas cartas Counter-effects e Just-cast: Blight (BR 51), Invulnerability (BR 45) e
Dark Negation (PO 37) – Se usado em cartas que são enviadas para abismo, limbo ou void, as mesmas devem ir para o descarte. Se
usado em cartas que são destruídas, descartadas ou saem de jogo, estas ainda precisam cumprir seu pré-requisito ou conseqüência

Pesquisa Brasil e Cúpulas - Página 25


se necessário. (Ex: Avanil, Ancient Kalidnay, Helm, Kogunard, etc). Se a carta afetada retornar ao jogo ela poderá ter seu poder
normalmente.

CÚPULA DE DISCUSSÃO 2010


6º Campeonato Brasileiro de Spellfire – Curitiba/PR
- Lady of Fate, Avatar of Istus (42 PO): Poderá ter seu poder tanto no ataque quanto na defesa;

- Aliados fornecidos por reinos Triumvirates: Não entrarão automaticamente em batalha, devendo ser anexados somente se forem
necessários;

- Imunidade de Campeão durante a Batalha: Cartas ofensivas lançadas pelo campeão em batalha, que afetem poço, pilha de saque,
descarte ou mão, se o campeão oponente for imune NÃO podem ter efeito;

- Aliados usados como eventos: (Write Weird / Crime Lord / Indios Terenas, entre outros possíveis): Serão enviados para o descarte
normalmente após serem usados como eventos;

- Cartas que devem ser consideradas anexadas ao campeão durante a batalha: itens mágicos, artefatos, aliados e cartas que
sejam lançadas ou usadas e fiquem em jogo (Ex.: magia, carta de poder psiônico, habilidades de ladrão, de sangue, etc) cartas que
sejam usadas durante a batalha e não fiquem em jogo, não são consideradas anexas ao campeão;

- Limite de saques entre turnos: Não deverá haver limite de saques entre turnos;

- Olhar dígito sem pilha de saque: Cartas que olham o dígito, se não houver pilha de saque estas não terão poder.

- Ataque de Nadadores: Nadadores poderão atacar qualquer reino que tenha rios ou mar. Revogado pela Cúpula BSW 2016

- Lançamento de cartas durante a batalha: Qualquer carta anytime poderá ser lançada por campeões durante a batalha, estando no
poço ou em combate, desde que possa lançar a mesma;

- Cópia de Poder: Somente o poder real de uma carta é copiado, raças e habilidade de movimento não são copiados. Nomes e
características do ícone expressos no texto são considerados partes explicativas, não fornecendo a carta que copia suas habilidades e
não obrigando o jogador a cumprir suas exigências;

- Turno Extra 1: Cartas que tem efeito uma vez por turno, mas, que não estão expressos em seu texto o mesmo, NÃO poderão ser
usados no turno extra, mesmo que tenham sido baixadas durante o turno extra. Exemplo: Tyr, Necba, Marco Volo, Hetman, Pelath,
Remnis, Taxation, entre outras;

- Turno Extra 2: Cartas que foram usadas no turno normal e saíram do jogo, se retornarem, NÃO poderão ser usadas no turno extra.
Ex: bloods abilities, Gib Kcir, cartas retornadas com Remnis, entre outras;

- Labyrinth of Castle GreyHawk (06 DU): Protege os reinos deste jogador de serem descartados também para o abismo fora de
combate;

- Ancient Arms of Furyondy - 146/3rd: Foi tornada Counter-effect, portanto pode ser baixada a qualquer momento para obter seu
poder de refletir eventos maléficos e feitiços ofensivos para qualquer reino em jogo a escolha de seu possuidor. Esta carta só afeta
eventos e feitiços lançados contra os reinos;

CÚPULA DE DISCUSSÃO 2011


7º Campeonato Brasileiro de Spellfire – Rio de Janeiro/RJ
- BAG OF HOLDING (28/AR): Toda e qualquer carta que estiver no poço do jogador, pode ser descartada por Bag of Holding, inclusive
aquelas que pertencem a outros jogadores, desde que essas últimas estejam sobre o controle daquele jogador, como, por exemplo,
um campeão roubado pelo evento Curse of Azure Bonds (4/FR) ou pelo evento Tyranthraxus, The Possessing Spirit (55/RR).

- RESTRIÇÕES DE REINO: Deve ser considerada restrição de reino qualquer poder especial que dificulte o ataque, sem distinção
entre restrições de movimento (voador, nadador e cavador), de classe (mago, clérigo, herói, etc.), de raça (gigantes, mortos-vivos.
etc.) ou qualquer outra. As restrições de reinos devem ser tratadas como parte do poder do reino, sem qualquer distinção de raça ou
classe, podendo ser copiadas ou negadas normalmente. Restrições de reinos não são classificadas como ofensivas ou defensivas.

- ARTEFATOS QUE ANEXAM A REINOS: Todos os poderes dos artefatos anexos a reinos só funcionam quando o reino em anexo é
atacado.

- CARTAS USADAS “UMA VEZ POR TURNO”: Poderes de cartas usadas uma vez por turno que impliquem uma ação repetitiva
precisam ser ativadas pelo jogador a cada turno ou seu uso é perdido, a exemplo de Horned Society (117/3rd edition), Necba (14/DU
Chase), Johydess Mask, Staf of Mimicry, etc.

- IMUNIDADES DE REINOS: Imunidades de reinos funcionam para as cartas a ele anexadas, assim como as imunidades dos
campeões.

- ATIVAÇÃO PARA USO DE PODER DE CARTAS: Somente cartas que indicam uma escolha (cartas que possuam os verbos can ou
may ou textos semelhantes) tem uso facultativo. Nas demais, o uso é obrigatório.

Pesquisa Brasil e Cúpulas - Página 26


- CAMPEÕES QUE VOLTAM PARA O POÇO DERROTADOS: Campeões cujo poder permite que, ao serem derrotados, voltem ao
poço ao invés de serem descartados, como Seluna Darkenstar (20/PW) e Minerva (333/4th edition), retornam com seus itens
anexados, desde que não haja nenhuma ressalva no texto da carta. Campeões que são descartados durante a batalha (Wish,
Mindkiller, etc), NÃO podem usar seu poder de retornar derrotados ao poço estes perdem a chance de usar o seu poder e são
descartados normalmente (Seluna Darkenstar, Minerva, etc.)

- TURNOS SEM REINOS: Se um jogador não tiver reinos inteiros ou destruídos após o passo 2, ele automaticamente vai para o passo
4, não podendo realizar nenhuma ação de passo 3.

- DESCARTE DE CARTAS: O descarte voluntário de CHERNEVIK (347/4th edition) ou de qualquer outra é possível para a ativação do
poder especial da própria carta ou de uma outra que aquele jogador possua ou controle.

- WISH (384/4th edition): Pode descartar qualquer carta independente de imunidades e poderes especiais, incluindo Chernevik.
Excetua-se a regra quando a imunidade é declarada a carta Wish.

- A ORDEM DE ATIVAÇÃO DAS CARTAS NO PASSO 4: NÃO deve ser aplicada às demais etapas do turno, excetua-se quando
houver regra específica para aquela etapa.

- Cartas cujo poder especial é ativado como resultado de um combate: como Amaril (280/4th edition) e Pergaminho de Acesso a
Outros Mundos (191/portuguese edition), deve respeitar a ordem de ativação das cartas no passo 4.

- UNARMED COMBAT CARDS: Quando não especificado o tipo de campeão no texto da carta, as unarmed combat cards devem ser
usadas por Heróis.

- VITÓRIA AUTOMÁTICA: A ordem de ativação prevalece sobre a vitória automática, permitindo que campeões como Gib Irod (21/NS
Chase) e Lyr of the Mists (23/PO) ativem seu poder normalmente quando atacando e em batalha contra campeões Instant Win.

- CARTAS USADAS PARA EVITAR VITÓRIA AUTOMÁTICA: Cartas que neguem o poder de campeão ou deixem o campeão ou
jogador imune ao poder do campeão Instant Win, como Blessing of Bahamut (58/DC) e Control Wind (74/PO), entre outras, podem ser
usadas para evitar vitória automática, seguindo a regra abaixo:

Any time an instant-win due to champion powers is indicated during combat (phase 4), the player about to suffer the defeat
gains the opportunity to play a single card in an effort to avoid defeat. It makes no difference who is winning or losing.
Revogada pela Cúpula BSW 2016

- NEGAR PODER DE CAMPEÃO: Cartas que negam poderes de campeão, NÃO afetam suas características de raça, movimento
(voador, nadador, cavador, elfo, awnshegh, morto-vivo) ou sua habilidade de lançar cartas inerentes a sua classe (magos e clérigos
deixam de lançar feitiços, psiônicos, etc.)

- NEGAR PODER DE REINO: Cartas que negam poderes de reino também negam suas restrições caso isso NÃO seja especificado
na carta

- RE-TARGET (389/4th edition): Quando usado em feitiços defensivos, o jogador toma posse da carta afetada pelo Re-target usando
da maneira como preferir, inclusive nas próprias cartas. Pode ser jogado para rebater um feitiço defensivo para o mesmo alvo
escolhido pelo lançador original (Re-target em Hallucinatory Terrain [42/FR] para escolher copiar a mesma fortaleza, beneficiando o
lançador do Re-Target).

- Literalidade da condição: Para que o poder de uma carta condicionado a alguma circunstância ocorra, essa circunstância não
necessita ocorrer literalmente, pois o poder de uma outra carta pode amenizar a circunstância. Caso o Throne of Mountain God esteja
em jogo, Gib Kcir pode ser enviado para o Limbo para enviar uma carta não-reino para o Limbo, ou Runes of Future pode usar seu
poder mesmo que Manshoon of the Zhentarim use seu poder para permanecer no poço.

- Pré-requisito x conseqüência: Apesar da diferença de grafia, ambos devem ser tratados da mesma maneira em jogo. Tanto Mask
como Portinari podem se beneficiar do poder de Mintarn (3/NS) para não ir para o Abismo.

- TANTELEAR (9/PO Chase): Tantelear não pode copiar o poder do campeão a ele anexo.

- DRAGON'S CALM (47/DN): Ele funciona da mesma maneira que o evento Serenidade (400/portuguese edition), afastando os efeitos
de um evento maléfico para o jogador lançador da carta.

- THE SPHINX (43/4TH EDITION) Seu uso é entre o passo 3 do turno do possuidor do reino e o passo 3 de seu próximo turno,
podendo o poder da carta ser usado durante o turno de outro jogador.

- QUILL PEN OF THE PLANES (8/PO): Pode copiar o poder de campeões psiônicos de qualquer jogador, inclusive os seus, podendo
copiar o poder de campeão psiônico a qualquer momento, mesmo se ele não tiver usado.

- TOUCH OF DECAY (41/BR): Se utilizado em um jogador com Herald of Mei Lung (54/NS) o possuidor fica imune somente a retirar
cartas de sua mão, o jogador da Blood pode descartar um item mágico ou artefato do poço.

- DISINTEGRATE (393/2ª ed), CATACLYSM! (119/4ª ed) E PSIONIC DISINTEGRATION (73/DU): Devem continuar sendo usados
somente em reinos inteiros, pois o entendimento de que destroy, em termos de jogo, é sinônimo de raze deve permanecer o mesmo
(vide Cúpula BSW 2008). Revogado pela Cúpula BSW 2016

- USO DOS BOOSTERS ONLINE: O uso dos boosters online em torneios oficiais deverá ser restrito às impressões oficiais da Liga
BSW.

Pesquisa Brasil e Cúpulas - Página 27


CÚPULA DE DISCUSSÃO 2013
9º Campeonato Brasileiro de Spellfire – Rio de Janeiro/RJ
- Poderes de campeões psiônicos devem ser tratados como qualquer outro tipo de campeão, não existindo mais a partir desta
cúpula a definição de Ofensivo ou Defensivo para seus poderes. Como todas as outras classes o poder deles será definido por afetar
ou não ao adversário.

- Cartas que afetem ao oponente que estejam baixadas em um poço encoberto, o jogador possuidor NÃO precisa avisar da presença
desta carta ao adversário. Ex.: Necba [14/DU Chase], Rings of All-Seeing [171/4th edition], etc.)

-Qualquer carta usada uma vez por turno (once per turn) deve ser ativada no passo 3 do turno do jogador, com exceção quando o
passo ou maneira de utilização, estiver especificado no texto ou regra da carta.

- ELEMENTAL SWARM (52/UD) – O modo de sua utilização seguirá a regra presente no Spellfire Reference Guide 2, que estabelece
que TODAS as cartas individualmente, cujos ícones sejam inferiores à metade do nível ajustado do campeão lançador devam ser
descartadas:

(...) The Elemental Swarm then sweeps through one player's pool causing all champions, allies, magical items,
and artifacts with a level bonus less than or equal to the spell's to be discarded.
(Spellfire Reference Guide 2, p. 306)

- Cartas Canceladas: Quando uma carta suporte, evento, etc é cancelada, o custo ou consequência do seu uso/lançamento devem
ser cumpridos. Com exceção quando a maneira de utilização estiver especificada no texto ou regra da carta. (Ex.: Wish, Estate
Transference, Desintegrar, Sabotador Suicida.etc.)

-Cartas que encerram automaticamente uma batalha, porém que não sejam expressas em seu texto que são cartas de vitória
automática (Wish, Mind Killer, Tyranthraxus, Cataclsym, etc...), devem ser consideradas cartas de vitória automática, quando usadas
em batalha.

-Cartas que possuam o termo “oponente” em seu texto, quando refletidas, tem seu efeito normal no lançador original
(ConGame/Rebater – Espionage/Deflection, etc.)

- BUMBLING IDIOT [MI-BR/1] - Este aliado quando jogado em um campeão no poço, deve permanecer em jogo somente até o round
de batalha terminar.

- INDIANARA, A PRINCESA INDÍGENA [111/ML] - Quando a pilha de saque do jogador que vai comprar cartas extras não possui a
quantidade total de cartas a serem sacadas, a exemplo de Boa Sorte em que a pilha de saque só tem 3 cartas, O jogador deve
descartar a quantidade total de cartas descridas no texto da carta que originou o poder de saque, independente de quantas existirem
na pilha de saque.

- VITÓRIA AUTOMÁTICA – Regra de vitória automática utilizada para campeões, não deve ser utilizada para outro tipos de cartas de
vitória automática.

- PROTEÇÃO DO CAIPORA (86/ML) - A restrição imposta a cartas DEFENSIVAS e BENÉFICAS pela regra deve ser retirada.

- USO DE CAMPEÂO DUAS VEZES EM UM MESMO PASSO 4 (uma como atacante/defensor e outra como aliado) – devem
permanecer como na regra não podendo ser utilizado duas vezes em uma mesma batalha.

- GIB RECNEPS (Promo BSW 15) – A texto original da carta foi revalidado, impedindo que qualquer carta que gere cartas extras
imediatamente ou posteriormente a sua entrada em jogo, estejam impedidas de ser jogadas ou baixadas. (Ex.: Gib Irod, Redbelt,
Avanil, Templo da Maldade Elemental, Bag of Holding, entre outras).

CÚPULA DE DISCUSSÃO 2015


11º Campeonato Brasileiro de Spellfire – Rio de Janeiro/RJ
- PROMOS BSW ESTRANGEIRAS: As promos BSW criadas em campeonatos estrangeiros NÃO SERÃO ACEITAS nos
campeonatos brasileiros anuais da Liga BSW (Campeonato Brasileiro BSW – Individual ou de Duplas).

- DESAFIO AOS CORAJOSOS – DECK COM MENOS CHASES: As promos BSW (inclusive dungeons) serão consideradas chase
para fins de determinação do vencedor do Desafio aos Corajosos – Deck com Menos Chases.

- NOT SO FAST (CHBR 20/20): Ao responder a uma tentativa do adversário de comprar cartas extras, reconstruir um reino ou jogar
um turno extra, Not So Fast afeta apenas a ação de comprar cartas extras, reconstruir um reino ou jogar um turno extra. Caso a carta
respondida tenha outros poderes, eles funcionam normalmente.
Ao responder uma das ações acima descritas, a fortaleza nega a ação afetada.
Not so Fast não pode afetar eventos protegidos pela dungeon Azure Tower of Onad the Fallen (24/DU).

- BÔNUS DE REINO: O bônus de sinergia por atacar ou defender um reino de mesmo mundo do campeão escolhido deve ser
adicionado no início da batalha.

- RETORNO DO CAMPÃO DO LIMBO: Via de regra, um campeão retorno da Limbo no final do passo 5 do próximo turno de seu
controlador, não podendo realizar ações durante esta etapa.

Pesquisa Brasil e Cúpulas - Página 28


- MARIUS (CHBR 4/20): Um campeão que seja derrotado por Marius não é colocado no poço de seu controlador se ele tiver sido
enviado para o Abismo, Limbo ou Void.

- TERMO COMBATE: Cartas com o termo combate têm seu poder ativado quando o passo 4 inicia.

- MASTTER ILLITHID (53/DU): O poder do aliado pode ser usado para roubar cartas antes da ativação de seus poderes.

- MATINTA (118/ML): O primeira parte do poder desta carta (Ao enfrentar Matinta em combate o oponente deve doar uma carta usável
a ser utilizada por ela. Caso o oponente não coopere na doação, ele fica paralisado de medo, não poderá usar seu poder e habilidades
de seu ícone. A carta é embaralhada depois do combate.) é considerado do tipo Before Combate.

- HERO SLAYER (50/DU): Este aliado pode ser jogado para negar uma carta de combate desarmado recém-jogada apenas durante o
passo 4.

- TERMOS ATTACKING/DEFENDING PLAYER E ATTACKING/DEFENDING CHAMPION EM PODERES DE REINO: Quando a carta


onde aparecem não deixa claro a que eles referem-se, os poderes de um reino só podem ser usados quando ele estiver sob ataque.

- RECIFE (Promo BSW 26): Devido ao grande potencial para criação de loops, seu poder deve ser usado apenas uma vez por
partida, de modo semelhante ao funcionamento do reino Ancient Kalidnay (97/AR).

- REBATER (74/ML): Rebater pode ser jogado mesmo sem um alvo válido, nos moldes de outros counters (Deflection, Contrafeitiço,
etc.).

- ESTATE TRANSFERENCE (437/3rd ed): Quando refletida, porém dispersada pelo jogador original, o campeão que lançou o feitiço
não deve ir para o Abismo, revogando o que foi decidido na Cúpula BSW de 2008.

- NECBA THE WRATHMAKER (14/DU): Se não houver reinos a serem atacados pelo jogador oponente, como quando o adversário só
possui reinos arrasados, Necba não deve ser descartado ao ativar o seu poder, revogando o que foi decidido na Cúpula BSW de 2008.

- BRESHKLL LOGON (26/PO): Breshkll Logon é considerado dwarf (mul).

- THE LOST CAVERNS OF TSOJCANT (3/RR): É considerado um reino de Underdark.

- MUR-KILAD (8/BR): É considerado um reino de Underdark.

- BARUK-AZHIK (9/BR): É considerado um reino de Underdark.

CÚPULA DE DISCUSSÃO 2016


12º Campeonato Brasileiro de Spellfire – Rio de Janeiro/RJ
- USO DE CARTAS IMPRESSAS: O uso de cartas criadas pela Liga BSW impressas em casa deve ser permitido em campeonatos
oficiais da Liga BSW.

- IMPRESSÃO DAS PROMOS BSW: a partir de 2016, as promos BSW deverão ser impressas em português ou inglês, à escolha do
participante do Campeonato Brasileiro de Spellfire, devendo ser impressas apenas em quantidade suficiente para atender aos
participantes do evento e encomendas anteriores à sua realização, passando a ser permitido aos jogadores utilizar impressões
caseiras destas cartas para uso em campeonatos oficiais.

- PRÊMIO AOS CORAJOSOS – MENOS CHASES: para disputar a referida premiação, a quantidade de promos e chases em um
baralho passa a ser de 11 cartas (20% do baralho).

- NECBA THE WRATHMAKER (14/DU chase): o poder do Necba NÃO é ativado quando todos os reinos do adversário estiverem
arrasados ou então quando ele não tenha reinos, arrasados ou construídos, em sua formação.

- PINGUELA (28/ML): quando o reino do adversário afetado pela poder da fortaleza for arrasado, o poder da fortaleza é perdido,
mesmo que o reino seja reconstruído posteriormente.
A fortaleza NÃO contorna as restrições de ataque impostas pelos reinos afetados por seu poder.

- COLOSSAL TURTLE (Promo BSW 28): em virtude da decisão da Cúpula BSW 2011, na qual, sem reinos na formação, o jogador
não poderia realizar ações de passo 3 em seu turno, quando os campeões de um jogador permanecem no poço em função do poder
deste monstro, aplica-se a Cúpula normalmente, e o jogador torna-se incapaz de realizar ações de passo 3 em seu turno até que
jogue um reino em sua formação.

- ANCIENT KALIDNAY (92/AR): é permitido ao último jogador do ciclo (em um torneio individual, o segundo jogador) arrasar
Ancient Kalidnay e jogar seu turno extra ainda no primeiro ciclo do jogo.

- HEAVEN & EARTH (18/MIBR): o usuário desta carta pode cancelar o poder de qualquer carta jogada por um campeão de nível
base inferior, ainda que ela não tenha qualquer poder no momento em que ela é jogada.

- REINCARNATE (33/FR): esta carta NÃO pode ser ativada descartando-se um campeão da mão do jogador.

- CONVOCAÇÃO (97/Port ed):O jogador deve examinar sua pilha de saque para saber qual aliado será convocado no momento em
que o campeão for jogado, seja no passo 3 ou no passo 4.

Pesquisa Brasil e Cúpulas - Página 29


Se ele for jogado no passo 3, o aliado é convocado sempre que o campeão for escolhido como atacante ou defensor. Se ele for
jogado no passo 4, o aliado passa a ser convocado a partir da próxima vez em que o campeão for escolhido como atacante ou
defensor.
O aliado convocado é sempre o mesmo, mesmo após a sua primeira utilização.
Se o aliado convocado não estiver mais na pilha de saque, o poder do campeão pode trazê-lo para a batalha, independentemente
do local onde ele esteja.
Após a sua convocação, o aliado é enviado à pilha de descartes.
O nível ajustado do campeão é o nível do aliado, desde que ele é escolhido.

- PAWNMASTER (16/COBR): o poder deste campeão pode ser ativado apenas durante o passo 3 do turno de seu controlador,
conforme a Cúpula BSW 2013, ao contrário do que ocorre com o poder de Vaerhirmana, por exemplo, que possui uma
complementação de significado no próprio poder da carta.

- EFEITO DE REDIRECIONAMENTO DE SAQUE DE CARTAS EXTRAS: quando o saque de cartas extras é redirecionado para outro
jogador pelo uso de cartas como Hijacking e Frevo, a carta que provocou a mudança NÃO passa a ser considerada a fonte das cartas
extras, funcionando de forma análoga a Deflection e Re-Target, não podendo ser afetada pelo aliado Block Golem ou pela fortaleza
Not So Fast.

- DRAKE: quando o poder deste aliado é usado para prevenir que um campeão dragão seja descartado, as cartas anexadas
permanecem com o campeão afetado.

- NOT SO FAST (CHBR 20/20): devido à enorme dificuldade em oferecer uma resposta ao poder desta carta, seu poder deve ser
ativado apenas se ela for descartada da formação.

- REGRA DO PROTETOR: visando compensar a vantagem que um jogador possui ao ser o primeiro a jogar durante um duelo, a
Regra do Protetor deve ser aplicada apenas ao primeiro jogador, de forma que o jogo termine caso o segundo jogador coloque o
sexto reino construído em sua formação.

- KING’S PEACE (Promo BSW 24): devido à enorme proteção conferida por esta carta, seu poder fica restrito aos eventos maléficos
jogados por jogadores oponentes.

- DESINTEGRAR (392/2nd ed), CATACLYSM! (119/4th ed) e PSIONIC DISINTEGRATION (73/DU): o termo destroy/destruir NÃO
deve continuar sendo entendido como sinônimo de arrasar, mas sim de DESCARTAR, de forma que as cartas acima (e outras que
contenham o referido verbo) passem a afetar reinos arrasados.

- UNUSUALLY GOOD FORTUNE (11/FR chase): quando jogada em resposta ao evento Boa Sorte, a ação provocada por Unusually
Good Fortune é classificada como deflexão da compra de cartas, assim como Hijacking e Frevo, podendo portanto ser jogada mesmo
contra um jogador protegido pela dungeon The Azure Tower of Onad the Fallen.

- ATAQUE A REINOS COM RIOS: com o lançamento de novas cartas e aumento da quantidade de campeões com o poder de
movimentação e/ou de burlar restrições de ataque, retorna-se ao entendimento original da expressão coastal realm/reino costeiro,
proibindo o ataque de reinos protegidos que contenham apenas rios por campeões nadadores.

- USO DE CARTAS QUE NEGAM O PODER DE CAMPEÕES COMO RESPOSTA À VITÓRIA AUTOMÁTICA: com o lançamento de
novas cartas e o aumento de cartas que evitam e/ou respondem uma vitória automática, como Arena of Dori the Barbarian (2/IQBR),
Morte Renegada (113/ML), Whirling Dervish (20/MIBR), entre outras, volta-se ao entendimento original sobre a regra abaixo, que
permite que uma carta seja jogada para evitar uma vitória automática quando ela for capaz de mudar as condições de vitória, NÃO
se podendo mais jogar cartas que negam o poder do campeão adversáro.

Caso algum deles cause uma vitória automática, o adversário é derrotado, salvo se puder jogar uma carta (qualquer uma, mesmo que
não seja anytime) que possa mudar a condição de vitória (ex.: Monstro x Adorável Coleen - para evitar uma derrota, o jogador do
monstro poderia usar um Chest of Many Things para mudar o tipo do campeão).

- YEAR OF PLENTY (98/AR): tornado carta-resposta, podendo ser jogado para negar um evento, evitando que outros sejam jogados
até o fim do próximo turno deste jogador.

- ASHATHRA (225/4th ed): o poder desta carta NÃO é considerado carta-resposta.

- CAOS DO TEMPO (71/ML): passa a ser considerado um evento benéfico.

- AWNSHEGH: apesar de sua origem no universo Birthright/Dungeons and Dragons, as cartas awnshegh NÃO são capazes de usar
habilidades de sangue se isto não estiver escrito em seu texto.

CÚPULA DE DISCUSSÃO 2021


13º Campeonato Brasileiro de Spellfire – Rio de Janeiro/RJ
- ENTER DARKNESS TOGETHER (10/DU ch): seu uso continuará sendo permitido no Nacional, mas ele não poderá ser impresso
como as demais cartas. Caso uma carta impressa seja afetada pelos poderes especiais de EDT, o jogador não terá direito de resposta,
mesmo para jogar Deflection (137/4th ed).

- PRIMITIVE BLOOD (Promo BSW 33): seu uso não será permitido no Nacional.

Pesquisa Brasil e Cúpulas - Página 30


- PRÊMIO AOS CORAJOSOS: em função da nova configuração de jogo do campeonato Nacional com 3 baralhos, incluindo um no
chase/no promo e um temático, a premiação será descontinuada.

- COLONIZAÇÃO (Promo BSW 32): Essa habilidade de sangue pode ser usada em reinos arrasados. Caso o reino afetado por
Colonização seja arrasado, ele continua sob controle do jogador da habilidade de sangue, permanecendo em sua formação.

- STURM BRIGHTBLADE (9/25Y): ele pode pegar na pilha de saquea apenas cartas-suporte ou eventos que cancelem um ou
mais efeitos da carta ofensiva ou maléfica, pois estas podem ser baixadas da mão conforme descrito na regra de cartas conter
(p.33).

- BRAIN CONSTRUCT (22/25Y): mesmo que a carta recuperada tenha duração continuada, tanto ela quanto Brain Construct são
enviados para o Abismo no momento em que a carta recuperada é usada. Seus poderes especiais funcionam tanto quanto possível.

- PAPA-FIGO’S ATTACK (9/ML ch): esta carta pode ser usada durante a batalha por um campeão fora do combate para cancelar
uma carta recém-jogada por um campeão em batalha.

- TERMO ‘DESCARTAR’: Cartas que previnem que outra seja descartada, mas que não mencionam especificamente a pilha de
descartes, não previne que a carta salva seja enviada para o Abismo, Void ou Limbo, pois, para que ela previna que a carta afetada
seja enviada para qualquer outra pilha, a menção deve ser expressa ou usar a designação genérica removed from game (removido de
jogo).

- VERIFICAÇÃO DAS RESTRIÇÕES DE ATAQUE A REINO: as restrições devem ser atendidas quando o campeão tenta chegar ao
reino atacado. Caso ele consiga fazê-lo e outras restrições sejam impostas, elas se aplicam a novas cartas usadas naquela rodada
de combate, como aliados.

- PODERES DE CAMPEÃO QUE SIMULAM O USO DE UMA CARTA SUPORTE: os poderes de campeões que simulam o uso de
uma carta suporte devem ser tratados como um poder de campeão como outro qualquer, apesar da redação de seu poder. Seu uso
não provoca a ativação de cartas como Mulmaster (73/4th ed) ou Highmaster Illithios (21/DU ch), tampouco podem ser negados como
se fossem cartas suporte.

- IMPARCIALIDADE DA CARTA REGRA: cartas regra devem ser consideradas como cartas pertencentes ao jogo e não ao jogador
que as põe em jogo

- BÔNUS DE MUNDO: O bônus de mundo não se aplica a campeões de reino, pois o bônus é gerado pela sinergia entre duas cartas
do mesmo mundo, campeão defensor e reino defendido.

- Hettman Tsurin (257/4th ed): O poder deste campeão pode ser usado no primeiro turno do jogo, antes que o jogador adversário
tenha sequer jogado, pois a carta não faz qualquer menção ao fato de o oponente ter ou não jogado um turno, condicionando o uso do
poder ao fato de Hettman ter ou não entrado em combate.

- TYR (28/4TH ED), ARKHOLD (94/4TH ED), MEDALLION OF FAITH (25/ DL CH) e POINTS EAST TRADING GUILD (101/4 TH ED): A
carta extra deve ser comprada apenas no turno seguinte ao em que essas cartas forem jogadas.

- SPIRIT OF THE LAND (288/3RD ED) e ANCIENT KALIDNAY (92/AR): Um jogador pode usar o evento Spirit of the Land para evitar
que um reino de outro jogador seja arrasado ou descartado. Se o evento for usado para prevenir que Ancient Kalidnay (92/AR) seja
arrasado para dar um turno extra ao seu dono, Ancient Kalidnay só poderá ser arrasado novamente no próximo turno daquele
jogador.

- YEAR OF PLENTY (98/AR): Apesar de ter sido tornado carta-resposta pela Cúpula BSW 2016, ele não pode cancelar eventos que já
estavam em jogo antes dele, pois ele cancela apenas o evento que foi alvo de seu poder, não afetando outros que já estavam no jogo
antes dele.

- THE RED DEATH (68/TU): o poder de Red Death é ativado quando ele é usado como atacante no passo 4.

- WRATH OF THE IMMORTALS (157/4th ed): Quando o jogador adversário já escolheu um campeão para batalhar e é alvo do evento
Wrath of the Immortals, o combate prossegue normalmente, pois o campeão atacante ou defensor já está em batalha, assim como
no caso de o Lord Blacktree (7/AR ch), que, ao copiar o poder de um reino com restrição, não impede que o atacante prossiga com seu
ataque.

- TYROL (215/4th ed): este aliado pode ser jogado para negar uma carta de combate desarmado recém-jogada a qualquer momento.

- THE DREADED GHOST (246/4th ed): seu poder é ativado quando o nível ajustado do campeão adversário é reduzido para menos
que zero como está descrito em seu texto.

- RE-TARGET (389/4th ed): Re-Target não pode ser usado para redirecionar uma magia que afeta uma carta fora do jogo, como
Time Stop (383/4th ed) e Drawmij’s Instant Summons (63/BR).

- BLIND SIDE! (440/4th ed) e CARTAS-RESPOSTA QUE SÃO ESPECÍFICAS DE PASSO 4: Esta carta não pode ser usada fora de
batalha, pois isto significa apenas que a carta pode ser usada sem respeitar a ordem de ativação das cartas no passo 4. Cartas-
Resposta que são específicas de passo 4, como Blind Side!, mas que não especificam que podem ser jogadas a qualquer momento,
podem ser jogadas por campeões fora de combate para auxilar um campeão em batalha.

- LABYRINTH OF CASTLE GREYHAWK (6/DU): Caso um jogador obtenha como espólio de vitória uma carta que descarte ou arrase
um reino da formação, ele não poderia lançar contra outro que esteja protegido pela dungeon, pois, embora o espólio possa ser usado
no momento em que é comprado, o poder da dungeon ainda é válido e impediria que o reino fosse descartado ou arrasado, já que não
haveria combate.

Pesquisa Brasil e Cúpulas - Página 31


- CARVOEIRO (93/ML): Carvoeiro pode ser usado tanto no ataque quanto na defesa, pois a carta não diz que o reino atacado
pertence ao jogador adversário. Como ambos os jogadores compram espólios, ambos os campeões são considerados vitoriosos.

- CASTLE ARBORGATE (1/IQBR): Se um jogador for forçado a descartar um reino da mão e este for o único reino disponível, seu
poder é ativado, pois o adversário provocou o descarte.

- LORD NIZEREF, THE PALADIN (Promo BSW 11): O poder de Lord Nizeref não pode ser ativado caso um dos regentes deste
jogador use uma habilidade de sangue, pois a última frase deixa clara a intenção do criador da carta de que o poder seja ativado
apenas quando Lord Nizeref permite que seu adversário use uma habilidade de sangue.

- ELVEN TOWERS (92/AR) X THE KING’S PEACE (Promo BSW 24): Caso este reino seja arrasado ou removido de jogo e o outro
jogador esteja protegido por The King’s Peace, que estava sendo negada pelo reino, eventos maléficos que o estejam afetando no
momento em que o poder do reino deixa de ser aplicado deixam de afetá-lo.

- KYS M’YEASCHE, THE CHASE HUNTER (14/CHBR): Quando Chase Hunter entra em jogo, cartas que normalmente não ficam em
jogo, como magias e aliados são descartadas, pois elas não permaneceriam em jogo se não fosse seus respectivos poderes
especiais.

- CORRUPTION OF SOUL (2/CQBR): Como o lançador é enviado para o Limbo, conforme a literalidade da carta, e como o custo para
uso de seu poder acontece concomitantemente ao efeito de enviar o campeão para o Abismo, o lançador não pode ser alvo do
redirecionamento de Corruption of Soul.

- NECRONOMICON (Promo BSW 27): Pode trazer um avatar de volta ao jogo utilizando o seu poder, pois avatares são campeões,
mas o jogador precisaria pagar o custo para coloca-los no jogo, assim como ocorre com Create Minion (79/DU).

- ZIELESCH, ANCIENT. GREEN DRAGON (73/AR): Pelo fato de o campeão ter asas e ser dragão, ele deve ser considerado voador.

- THE LION OF URIK (304/3rd ed): Pelo fato de o campeão ser dragão, ele deve ser considerado voador.

- THE REALM OF THE WHITE WITCH (40/4th ed): Este reino não deve ser considerado costeiro.

- THE BATTLE-FENS (41/4th ed): Este reino não deve ser considerado costeiro.

- THURAZOR (47/4th ed): Este reino não deve ser considerado costeiro.

- BOERUINE (51/4th ed): Este reino não deve ser considerado costeiro.

- FI LENDICOL (33/DR): Pelo fato de o campeão ter asas e ser dragão, ele deve ser considerado voador.

- SPARKLE, CRYSTAL DRAGON (35/DR): Pelo fato de o campeão ter asas e ser dragão, ele deve ser considerado voador.

- SHADOW DRAGON (36/DR): Pelo fato de o campeão ser dragão, ele deve ser considerado voador.

- THE CELESTIAL EMPEROR (43/DR): Pelo fato de o campeão ser dragão, ele deve ser considerado voador.

- REI DRAGÃO (108/ML): Este campeão é considerado dragão, mesmo fora de combate.

Pesquisa Brasil e Cúpulas - Página 32


SPELLFIRE® Reference Guide
Volume II Errata - Version 1.1

The vast number of cards in the SPELLFIRE game can sometimes cause even the most dedicated game designer to make an error when
detailing a card’s powers. This document serves to correct such oversights, and it will be used in conjunction with the two Reference
Guides at sanctioned tournaments.

I’d like to thank John Danovich, Dori Hein, Kevin Melka, Brian Mikula, Bruce Nesmith, Bill Olmesdahl, and Jim Ward for all of their work
on helping make the SPELLFIRE game even more enjoyable!

If you see errors in this document (or even those that we’ve missed from the Reference Guide Volume II), please drop me an e-mail at
oracle@wizards.com so I can include them in any future errata release.

GENERAL RULES NOTES

Don’t forget that the Tournament Rules (available on TSR’s web page at www.tsr.com) supersede the rules published in the Reference
Guide Volume II. Those rules are more comprehensive, since we didn’t have to worry about page counts and such for the electronic
release. Here is some other helpful advice on determining a card’s special power.

Base Level vs. Adjusted Level: Some cards have special powers that activate based on the level of the opposing champion. If a
card’s special power refers to a “champion’s level,” it normally means the champion’s adjusted level. If a card’s power refers to a
champion’s base level, it normally states so on the card, though there are exceptions.
For example, the Living Wall’s power doesn’t state base level, so some players take that to mean that his power works against the
adjusted level of the champion. But his power is base level, because he couldn’t be defeated in combat otherwise. A good rule to follow
in all cases is that if a card’s power seems unstoppable, you’re probably looking at it in the wrong way.
Some champions and allies can change their “base” levels as well. Any time a card states that it can “become” a larger level, consider
that its base level (the number printed in the icon) has increased.

Spells and powers before Combat: A spell, blood ability, thief skill, psionic power card, or unarmed combat card played in phase 3
that has a stated duration retains that bonus when it enters combat.

Spells in Combat: Most phase 4 spells can only be cast against the champion opposing your champion in that round of combat. Some
spells, however, can be cast from combat into the pool of another player. Examples include cards like the Death Spell, Slay Living, and
Cone of Cold.
When determining whether a spell can be cast from combat into the pool, look at the wording on the card. If the wording refers to “the
opposing champion,” then that spell can’t be cast into the pool. If the card states things like “any champion” or “a champion,” then allow
the spell to affect a pool champion.
Note that a phase 4 spell cast at a target outside of the current round of battle doesn’t grant the casting champion any bonuses
whatsoever.

Reflecting and Spell Turning: Spells that effect all players cannot be Spell Turned or Reflected, just like events that effect all players
cannot be Deflected.

Defeated versus Discarded: An attacking champion who is defeated is normally sent to the discard pile, but there are certain times
when a card’s special powers defeat a champion and send him back to his pool. Examples include cards like Rand the Bowyer and the
Storm Giant.
If an attacking champion is defeated but not discarded, that player’s turn moves into phase 5. He can no longer bring forward attacking
champions since he didn’t win the round of combat. Some cards, like Word of Recall (FR/37), allow the battle to continue, but in most
cases the battle is ended in a draw.

Phase 3 Cards With Lasting Effects: Cards played during phase 3 that grant a numerical bonus stay with that champion until the spell
effect or power ends. If no duration is stated, assume that the power ends at the end of the current turn.

Card Powers: A card only has its special powers when it is in play. A card in the hand or in Limbo has no power whatsoever (unless its
power specifically applies to being in Limbo or being in the hand). This means that Delsenora cannot be discarded from the hand to
negate an event; she must be in play first. Onad the Weasel can’t duplicate an event unless he is in play.

UNDERDARK BOOSTER
Note: Allies gained from the Triumvirate realms are considered to be separate allies

TSR grants permission to distribute this errata in paper and electronic form as long as it remains unchanged.

COUNTERS

What is a Counter Card?: A counter card is defined as any card played or discarded from hand that cancels/negates one or more
effects of a just played card or that cancels/negates a just played card itself. In addition, counter cards ignore printed phase
requirements for being played/discarded from hand provided that the appropriate effect that they would counter has occured. Note that
allies must still be played into battle unless otherwise stated.

What about cards that are in play?: Any card that is already in play is subject to the "I'm in play first so I get to use my power first" rule
and is not considered a counter card, though its abilities may have one or more effects that are "counter card-like."
What about cards that redirect, replace, retarget or prevent an effect? Cards that redirect, replace, retarget or prevent the effect of
another card are normally not counter cards because they do not cancel/negate a card that is granting the effect. In these cases, the

SRG2 Errata/Counters - Página 33


card granting the effect is considered to have been played and resolved successfully, though the outcome of its effect is modified from
what the card intends.

Cúpula BSW 2021: Cartas-Resposta que são específicas de passo 4, como Blind Side!, mas que não especificam que podem ser
jogadas a qualquer momento, podem ser jogadas por campeões fora de combate para auxilar um campeão em batalha.

CARD TARGET OF COUNTER CARD TEXT


Cancels a just-played thief skill and prevents the opposing champion
Alarm (85/NS) Thief Skills from using any more skills for this round of combat. (Off/4) Bluelined
useable at any time
Unarmed combat card; usable only by heroes. This maneuver
Block (99/RR) Unarmed Combat counters any just-played offensive unarmed combat card, negating
its effect and sending it to the discard pile. (Def/4)
Can be played directly into the pool, but still considered as an ally.
Can be used in a future battle and, at the end of it, can absorb
Cartas que geram o saque de (Discard) a champion from any pool. Can be sent from the pool to the
Block Golem (Promo BSW 14)
cartas extras (exceto espólios) abyss to make a player reshuffle a just-used card that grant him any
number of extra cards to his draw pile, before the activation of it´s
power.
Play this event to cancel a just-used psionic card or psionic ability or
Brain Drain (2/RR Chase) Psionics play on an opponent's pool to prevent the use of psionics by
champions until the end of this player's next turn. (Harmful)
Play any time to prevent a thief skill from taking effect. The champion
Busted! (3/NS Chase) Thief Skills
using the skill is immediately discarded. (Harmful)
This magical calm undoes the harmful effect of an event, but only for
Calm (400/3rd ed) Harmful Events
the player of this card. (Helpful)
Play to cancel the Caravan event card just after it is played. This
Caravan Raiders (38/PW) Caravan player may also randomly draw and discard one card from each
opponent's hand.
Usable by all champions. This unarmed combat card negates a just-
Counter (437/4th ed) Unarmed Combat
played unarmed combat card. (Def/4)

All Spells, Blood Abilities, Can be cast at any time to cancel the effects of an existing or just-
Dispel (400/4th ed)
Psionic Power Cards cast spell, blood ability, or psionic power card. (Def)

This spell may be cast at any time. This spell prevents a card from
being played (return it to the players hand). The card is considered
Dispel Illusion (83/IQ) Any card
to have been "not played", and cannot be played again until that
players next turn. (Off)

Can be cast at any time to cancel the effects of a just-cast spell or to


Dispel Magic (370/4th ed) All Spells
cancel an existing spell. (Def)

This spell can be cast at any time to negate the effects of a psionic
Dispel Psionics (17/RR Chase) Psionics power card or a psionicist's special power. Negated special powers
cannot be used again until the end of that player's next turn. (Def)
Play to instantly counter one unarmed combat card or ignore one
Dodge (12/RR Chase) Unarmed Combat opposing ally's special power. If played to counter an unarmed
combat card, this player draws two cards. (Helpful)

Castable only by dragon champions. Can be cast at any time to


Dragon's Calm (47/DR) Harmful Events
cancel the effects of a harmful event. (Def)

Play this card to cancel the effects of any just-played event or spell.
This event cannot be calmed, and it may only be negated by tearing
Enter Darkness Together (10/DU chase) All events and spells
up the card which this event was played on. If this happens, the
original event or spell works normally. (Harmful)
Play at any time to cancel a just played thief skill and send its user to
Entrapment (96/IQ) Thief Skills the discard pile. (def) Can be played during phase 3 or 5 to send
one thief champion to Limbo. (Off)

This holding may be discarded from either hand or formation to


Fortification: Bailey (85/4th ed) Wish, Limited Wish
cancel a wish or limited wish spell.

Any Card Played by a Usable only by heroes, adventurers or giants. It can be played at any
Heaven & Earth (18/MIBR) Champion of Lower Base time in response to any card played by a champion of lower base
Level. level. That card is negated and this player draws a card. (Def)
Giant. This ally negates a just played unarmed combat card or
Hero Slayer (50/DU) Unarmed Combat Cards
instantly slays an opposing hero of base level 4 or less.

Counters - Página 34
Play on another player’s event card. If played on a helpful event,
Helpful Events & Unusually negate the event. If played on “Unusually Good Fortune”, negate the
Insanely Good Fortune (8/MIBR)
Good Fortune event. Both players then draw 6 cards, and the other player then
randomly discards his hand down to 2 cards. (Harmful)
Can be cast at any time. This spell cancels the effects of any just-
Intercession (48/RR) All Events
played event card. (Off) (bluelined Def)
Playable at any time to cancel a just played thief skill. The player of
Law & Order (33/MI) Thief Skills the thief skill must discard one card from hand, pool, or formation for
each thief in his pool. (Def)
This spell can be cast at any time to negate the effects of any event
Limited Wish (382/4th ed) All Events
card. (Def)
May be attached at any time to a champion to absorb any blood
ability as it is played. The blood ability is then put under this card and
Mace of Blood Drain (8/CQBR) Blood Abilities
its bonus is added to the mace. When in play still absorbing any
blood ability played against this champion. (Def)

Can be played at any time to negate all spells in play, including a just
Magic Draining Field (74/DU) All Spells cast spell. No more spells may be cast until the end of this player's
next turn. (Def)

This champion may be sent to the Void from pool or hand to stop any
Events or Spells that Raze or
Mij Reltub, the Spellfire Oracle (14/IQ) event or spell that razes or discards realms. The card stopped is
Discard Realms
also put into the Void.
This card cannont be included in a deck that includes The Caravan
Opponent's attempt to draw
or Good Fortune. May be discarded from hand or formation when an
extra cards (other than spoils),
Not So Fast (20/CHBR) opponent attempts to draw extra cards (other than spoils), rebuild a
rebuild a realm, or attempts to
realm, or attempts to take an extra turn. If discarded in this manner,
take an extra turn.
counter that action.
This magic item may be discarded from the hand or pool to cancel a
Ogre's Horned Helm (67/IQ) Counter Effect Cards just played counter effect card. This power even works on Enter
Darkness Together, but then it goes to the abyss. (def)

Passwall (388/3rd ed) Wall Spells Negates any wall spell. (Def/4)

Phase Door (20/FR chase) Wall Spells Negates any wall spell.

Can be cast at any time to negate a thief skill. If used on a just


Repentance (75/IQ) Thief Skills played thief skill, the thief attempting to use the skill is discarded.
(def)
Usable only by non-spell casting champions. This maneuver disrupts
Spells, Blood Abilities, Psionic
Slap! (19/IQBR) the concentration of any champion, canceling the effects of a just
Powers, or Thief Skills
played spell, blood ability, psionic power, or thief skill.
Can be discarded from combat or hand to cancel a just played thief
Solrac (18/MI) Thief skills or blood abilities
skill or blood ability.
May be cast at any time to counter any just played unarmed combat
Stoneskin (71/IQ) Unarmed Combat card, and makes the champion immune to unarmed combat cards for
the duration of that combat round.

Use this power at any time to cancel an offensive psionic power card
Synaptic Static (71/DR) Psionics
when it is first played. (Off)

If an Underdark realm is played adjacent to this realm in the player's


The Dispossessed (7/TU Chase) Spell or Psionic Power formation, he may discard an ally from his hand at any time to cancel
any spell or psionic power card.
All spells in play are dispelled, including a just-cast spell, and all
The Genie Bottle (436/1st ed) Only if used to Counter a Spell holdings and rule cards are removed from play. Can be Calmed by
individual players but cannot be canceled. (Harmful)
Usable by any champion. Sends one of the opposing champion's
Trip (97/MI) Opposing Champion's Allies allies to the discard pile, regardless of immunities and before its
powers activate. (Off 4)
Blood ability. This champion is immune to the effects of offensive
psionic power cards and the special powers of psionicists. Play
Unreadable Thoughts (42/BR) Psionic Powers
anytime to negate the effects of any just played psionic power card.
(Off/3/4) (Bluelined Def)
Played on another player's event card, this player draws 3 cards. If
Unusually Good Fortune (11/FR Chase) Good Fortune played upon 'Good Fortune,' this player draws 5 cards and the other
player draws none.
Usable by any Champion. The using champion ignores any instant
Instant Defeat in Combat by
Whirling Dervish (20/MIBR) defeat conditions and must be defeated by level alone. May be
any Reason
played as a counter to an instant defeat. (Def/4)

Counters - Página 35
Todas as cartas que Until this player's next turn, cards cannot be drawn by another player
Wyrm's Decree (19/DR)
descartem cartas da mão e da from your draw deck, discard pile, or hand, and opposing players
(Cúpula BSW 2008)
pilha de saque cannot force you to draw or discard cards.
Until the end of this player’s next turn, all realms, holdings, and
The Boss Wants a Cut (21/NS) Reinos, fortalezas e artefatos artifacts that give another player extra cards are instead given to the
(Cúpula BSW 2008) que gerem cartas extras event player. (drawn from this player’s draw pile) This event cannot
be copied or negated. (Harmful)
Nullification (35/PW) All spells in play must be discarded. No more can be cast until this
Qualquer feitiço
(Cúpula BSW 2008) player's next turn, including Limited Wish. (Harmful)

Blight (51/BR) Reinos, artefatos e fortalezas All realms, artifacts and holdings that grant extra cards are negated
(Cúpula BSW 2009) que gerem cartas extras while this spell is in play, which lasts until dispelled. (Off/3)

Dark Negation (37/PW) Negates the special power of one champion or one realm (this
Campeões e reinos
(Cúpula BSW 2009) player's choice) until the end of this player's next turn. (Harmful)
Blood ability. This champion ignores the special powers of offensive
Invulnerability (45/BR)
Habilidades de Sangue magical items of less than +4 enchantment or cancels one offensive
(Cúpula BSW 2009)
blood ability card. (Def/4)
This player's realms that show trees are protected from being razed
The Forest Oracle (24/TU) Eventos e feitiços que arrasem
or destroyed by spells and events until the end of his next turn.
(Pesquisa Brasil 2010) ou descartem reinos
(Helpful)
Ancient Arms of Furyondy (146/3rd ed) The attached realm deflects all offensive spells and harmful events
Eventos e feitiços
(Cúpula BSW 2010) directed at it to any other realm of the player's choice.

Year of Plenty (98/AR) No events can be played, including Calm, until the end of this
Eventos
(Cúpula BSW 2016) player's next turn. (Harmful)
Negate a card that would allow your opponent to search for a card in
Procura de cartas na pilha de his draw pile. The affected card is sent to the discard pile, regardless
Bad Luck (4/RLCh)
saque of its original destination. Can be Calmed but cannot be canceled.
(Harmful)
Forçar o usuário a deixar o Negate a card or an action that would force the caster to leave the
Prisoner of the Mists (19/RLCh)
poço por qualquer razão pool he currently ocupies. (Def)
Usabel only by monsters. Papa-Figo’s attack devours a portion of a
Negar uma carta recém- champion in play, discarding a card attached to him. In phase 4, it
Papa-Figo’s Attack (9/MLCh)
jogada em combate. can be played as a counter card to a just-played card, denying the
card. (Off/3/4/5)
Negar uma ação que If this player is forced to discard a realm from formation or a
descartaria um reino da champion from pool, Brazilian’s Way negates the action and this
Brazilian’s Way (13/MLCh)
formação ou um campeão do player draws a card. If this card is successfully used, it is sent to the
poço Abyss. (Def)
Negar uma carta de poder Usable at any time by any champion. When played, cancel the
psiônico, habilidade de ladrão, effects of any psionic power card, thief skill, blood ability, or unarmed
Run Away! (18/25Y)
habilidade de sangue ou carta combat card. If used outside of phase 4, both this card and the
de combate desarmado. cancelled card are sent to the Void. (Def)
Negar uma magia, habilidade
Can be used at any time to cancel the effects of one spell, thief skill
Inherent Refusal (21/25Y) de ladrão ou carta de combate
or unarmed combat card.
desarmado

Counters - Página 36
CARTAS PROMOS TSR
The Legendary Artifact
GenCon Promo #1
Artifact
This artifact can be attached to any champion, and increases his level to 10. Limit one per deck.

Geneva Conclave
GenCon Promo #2
Holding
This holding can be attached to any realm. The realm can cast any spell and is never affected by events. Limit one per deck.

The Wardmeister Strategy


GenCon Promo #3
Event
When played at the start of another player's turn, this event eliminates either phase 3 or phase 4 (chosen by the event player) of the
current player's turn. Limit one per deck.

Let Slip the Dogs of War!


GenCon Promo #4
Event
When this Event is played all players place their card hands on the table and shift seats one place right or left (event players choice)
and play resumes with cards found at that seat. Immune to Calm, Delsonora and Dragon Calm.

CARTAS PROMOS BSW


CLICA PARA CONHECER
(tecla CTRL precionada)

DESCRIÇÂO DAS PROMOS

PROMO BSW 1 - Ano: 2007

Nome: Lucal, the Giant’s Abiss


Referencia: Promo 1/2007
Quantidade Fabricada: 10 unidades
Ícone/Características: Campeão Psiônico de nível 9 do mundo de Durk Sun.

História: Luiz Cláudio, também chamado Lucal, foi o campeão do 1º Campeonato Brasileiro de Spellfire, organizado por membros da
Liga BSW em 01 de julho de 2006, na cidade de São Paulo/SP.

Resumo Campeão: Formado em Design de Projeto de Produto, casado, com 1,93m, aos 29 anos partiu com um conterrâneo de
Vitória/ES, para 14 horas de viagem, indo competir no campeonato Brasileiro. Com o objetivo de vencer duas partidas, teve sorte
quando por uma única vitória de 2x0, na primeira fase, passou para a fase final como o lanterninha. Com um deck sem as cartas mais

Cartas Promo - Página 37


raras, contando com uma tática própria, um combo de blood abilities e sorte, venceu os 3 jogadores seguintes e se tornou o primeiro
campeão Brasileiro dos torneios da Liga BSW.

Personagem: Psiônico nascido em DarkSun, utiliza seus machados para efetivar seus ataques, tem 7 metros de altura

Imagem: Fotomontagem do próprio Lucal segurando dois machados.

Texto: Giant. Earthwalker. Can cast wizard spells. Lucal can be placed to abyss to send any card from any abyss to the void as
well.(Def/Off)

Tradução: Lucal o Gigante do Abismo.


Gigante. Cavador. Pode lançar feitiços de mago. Lucal pode ser enviado para o Abismo para mandar qualquer carta de qualquer
Abismo para fora do jogo (Void).

Regra: Lucal pode ser enviado para o abismo a qualquer momento do jogo. A carta escolhida pode ser qualquer uma que esteja no
abismo, tanto do jogador quanto do oponente. Lucal é um “Celestial Warrior”.

PROMO BSW 2 - Ano: 2007

Nome: Do you know the Tournament Champion?


Referencia: Promo 2/2007
Quantidade Fabricada: 10 unidades
Ícone/Características: Evento
História: Carta criada com o objetivo de divulgar o símbolo da Liga BSW.
Imagem: Símbolo da Liga BSW.

Texto: Play this event when attacking, just after that the opponent has sent a defender forward. He must say the name of the last
Tournament Champion, if he guesses, the battle continues, but if he doesn't know, then he loses the round and his champion is
discarded. (Harmful)

Tradução: Você conhece o Campeão do Torneio? Jogue este evento quando atacando, depois do oponente escolher o defensor. Ele
deve dizer o nome do último Campeão do Torneio, se ele acertar a batalha continua, se não, ele perde o round e seu campeão é
descartado.

Regra: O nome a ser dito é o do campeão atual do campeonato Brasileiro e deve ser o nome oficial completo. Este muda a cada
campeonato Brasileiro.

PROMO BSW 3 - Ano: 2007

Nome: The Celestial Warriors


Referencia: Promo 3/2007
Quantidade Fabricada: 15 unidades
Ícone/Características: Aliado de nível 7.
História: Gelson Lozer, Campeão do 2º Campeonato Brasileiro de SpellFire, além de grande jogador de Spellfire é também Campeão
Capixaba 2006 e Campeão Carioca 2007/1.

Resumo Campeão: Residente em Vitória/ES, este capixaba é capitão da policia militar, ele desempenha importante função dentro da
Liga BSW atuando junto na organização do campeonato de seu estado. Trazendo consigo sua esposa Glauce Santiago, que também
joga, estando presentes em todos os campeonatos oficiais da Liga.

Personagem: Os Guerreiros Celestiais são formados de honra e glória, seu poder divino os torna capazes de grandes feitos, quando
descem a terra sua presença é notada por todos os mortais. Sua linhagem é eterna trazendo sempre novos membros a presença do
seleto grupo dos vencedores.

Imagem: Fotomontagem do próprio Gelson Lozer, segurando uma espada européia com cabo foliado a ouro, trazida por ele próprio de
uma viagem a este continente. De capa, Lucal o Vice-Campeão e ao fundo Glauce Santiago esposa de Gelson.

Texto: Flyer. During a round of battle, the Celestial Warriors rearrange the seven top cards of any draw pile.

Tradução: Voador. Durante um round de batalha, The Celestial Warriors rearranja sete cartas do topo de qualquer pilha de saque.

Regra: Pode rearranjar o topo de qualquer pilha de saque, em qualquer ordem desejada, mesmo se for utilizado como campeão por
Gib Hcinonad. Este aliado não afeta o campeão em si, portanto os campeões não são imunes aos seus efeitos.

PROMO BSW 4 - Ano: 2007

Nome: Triple Fortune


Referencia: Promo 4/2007
Quantidade Fabricada: 30 unidades
Ícone/Características: Artefato nível +3
Imagem: Três esferas reflexivas, onde a central contém o brilho com as letras do símbolo da Liga BSW.

Cartas Promo - Página 38


Texto: Triple Fortune. Each time that one of your card is duplicated, copied or reflected, you can look at the three cards from the top of
your draw pile. If anyone of that can cancel the opposing action, so you can use that being it of any type. Then your draw pile must be
reshuffled and the card used must be discarded.

Tradução: Sorte Tripla. Em cada tempo que uma de suas cartas for duplicada, copiada ou refletida, você pode olhar três cartas do
topo de sua pilha de saque. Se qualquer uma das cartas puder cancelar a ação oponente, você pode usá-la sendo esta de qualquer
tipo. Sua pilha de saque deve ser embaralhada e a carta usada deve ser descartada.

Regra: A carta a ser procurada pode ser tanto para cancelar a carta que copia/duplica quanto a carta gerada na cópia/duplicata. (Ex:
Quill Pen copia um feitiço, você pode olhar e sacar um Dispel para dispersar a cópia, o mesmo se aplica a eventos por Bell of
Might e Onad the Weasel)
A carta sacada somente pode ser uma carta “Counter Effect”.
A pilha de saque deve ser embaralhada independentemente de se achar uma carta ou não. Também no caso de uma cópia que não
possa ser cancelada pode-se checar e embaralhar a pilha de saque.
O campeão anexado pode utilizar a carta sacada sendo ela de qualquer tipo, porém respeitando-se imunidades já existentes em jogo.
Refletir se aplica também a Deflection, Re-target, Reflection, Spell-Turning e outras cartas que gerem este tipo de poder.

PROMO BSW 5 - Ano: 2008

Nome: Amar Bori


Referencia: Promo 5
Quantidade Fabricada: 30
Ícone/Características: Herói de nível 5
Imagem: Desenho Vencedor do 1º Concurso de Desenhos da Liga BSW de SpellFire

Detalhes: Quem o conhece acredita que já tenha nascido com a alma contaminada. Ele elimina inimigos sem reconhecer rostos ou
vidas, enxerga apenas mais uma vitória para um deus obscuro, que tanto murmura em seus monólogos... como Vecna.
Ele é uma mistura de sacerdote e guerreiro. Com ombros largos e músculos grandes escondidos debaixo de um gibao de couro sem
mangas para deixar à mostra seus braços fortes e exibir as cicatrizes de batalha, que para ele são como pequenos troféus de
combate..
O rosto de feições bruscas é enfeitado por olhos negros. Com longos cabelos loiros em grandes tranças e cachos, não deixa dúvidas
sobre sua origem nórdica.
Entre tantas armas e objetos, carrega consigo a "Caçadora de Almas" uma espada larga dedicada ao seu deus, e que sempre a usa
nos combates e principalmente na eliminação de seus inimigos.

Texto: Champions defeated by Armar Bori become his slaves, all cards attached to them are discarded. The slave champions remain
attached and giving him their levels and powers. If Amar Bori is defeated or discarted the attached champions is then discarded.

Tradução: Campeões derrotados por Amar Bori tornam-se seus escravos, todas as cartas anexadas a eles são descartadas. Os
campeões escravos permanecem anexados a ele fornecendo a ele seus níveis e poderes. Se Amar Bori é derrotado ou descartado os
campeões anexados são descartados.

Regra: Campeões derrotados subentende-se que fizeram face contra Amar Bori em combate, campeões mortos por Amar Bori no
poço não se tornam seus escravos.
Se Amar Bori for derrotado ou descartado de alguma forma do jogo, todos os escravos devem ir para as pilhas de descarte
pertencentes aos seus possuidores.
O poder de Amar Bori nega os poderes de todas as caras que impeçam o campeão derrotado de se tornar seu escravo.

PROMO BSW 6 - Ano: 2008

Nome: Sakatas Range


Referencia: Promo 6
Quantidade Fabricada: 25
Ícone/Características: Carta de combate desarmado de nível 7
Imagem: Desenho Vencedor do 1º Concurso de Desenhos da Liga BSW de SpellFire

Texto: Can not be used by undead. When played, discard all attached cards of the opposing champion, Cards attached after it have
only its level. (Off/4)

Tradução: Não pode ser usado por mortos-vivos. Quando jogada, descarta todas as cartas anexadas ao campeão oponente, cartas
anexadas depois, tem somente nível. (Ofe/4)

Regra: Como toda carta de combate desarmado, em sua íntegra, só pode ser utilizada por heróis.
Cartas anexadas subentende-se cartas já existentes em jogo e não cartas recém lançadas.

PROMO BSW 7 - Ano: 2008

Nome: Village of Vitoria


Referencia: Promo 7
Quantidade Fabricada: 20
Ícone/Características: Reino
Imagem: Foto aérea da cidade de Vitória Capital do Espírito Santo, sede do 4º Campeonato Brasileiro de SpellFire

Cartas Promo - Página 39


Detalhes: O nome da carta se deve aos primórdios da história da capital capixaba, quando Vasco Fernandes Coutinho, descobridor
destas terras tentou invadir a ilha, hoje capital, e foi impedido por índios que ali habitavam, depois de vários dias de batalhas eis que
conseguiu a famosa “vitória”, e assim batizou a ilha que logo foi habitada e era chamada “Vila da Vitória” e em homenagem a esta
batalha e a cidade sede do campeonato, criou-se à carta de nome Village of Vitoria.

Texto: Village of Vitoria can redirect an offensive/harmful effect cast against any other realm of this player to itself, absorbing
(canceling) it completely. After that, if this power is used a second time or if the realm is affected by an offensive/harmful effect it is then
sent to the abyss.

Tradução: Village of Vitória pode redirecionar um efeito ofensivo/maléfico lançado contra qualquer outro reino deste jogador para si,
absorvendo-o completamente. Depois disto, se o poder é usado uma segunda vez ou se o reino é afetado por um efeito
ofensivo/maléfico ele é enviado para o abismo.

Regra: Se Village of Vitoria for atingida por uma carta maléfica/ofensiva antes de usar o seu poder, o reino sofre o efeito normal da
carta lançada.
Uma carta que atinge simultaneamente os reinos deste jogador e outros reinos em jogo, Village também pode ser usada para cancelá-
la.
Village Of Vitoria só retém poderes de cartas lançáveis ou eventos, outros tipos de cartas não são retidas por seu poder.

PROMO BSW 8 - Ano: 2009

Nome: Borella, the Shadow’s Warrior


Referencia: Promo 8
Quantidade Fabricada: 24
Ícone/Características: Monstro de nível 10, mundo AD&D

História: Everton Borella, também conhecido como Borys, colecionador e jogador de Spellfire, foi campeão do 4° Campeonato
Brasileiro de Spellfire organizado pela Liga BSW realizado nos dias 23 e 24 de Agosto de 2008 na cidade de Vitória-ES. Também foi
vice-campeão Brasileiro no campeonato de 2006 realizado em São Paulo-SP e terceiro lugar no Brasileiro de 2007 realizado na cidade
do Rio de Janeiro-RJ.

Resumo Campeão: Natural de São Carlos, interior de São Paulo, 27 anos, solteiro, formado em Administração, trabalha com E-
Commerce no segmento de informática e tecnologia, encarou sozinho uma viajem de 16 horas até Vitória-ES para poder jogar com os
melhores jogadores do Brasil. Sabendo das dificuldades de um torneio de Spellfire aliados ao tempo que é outro fator de peso, fui com
um deck bem preparado com muitas cartas de peso e uma estratégia anti-magias e focando na força dos campeões.
Acredito que devido aos ares do Espírito Santo, consegui realizar ótimas partidas, chegando a semi-final tendo uma sequência de 5
partidas sem derrota, o que me garantiu na final, além de ter conseguido se consagrar campeão deste torneio de alto nível, consegui
jogar contra meus maiores rivais de jogo, o Sr. Gelson e o Sr. Luiz Claudio (Lucal) que nos torneios anteriores foram meus carrascos,
joguei com o Gelson uma partida muito dura logo no inicio da segunda fase, consegui vencê-lo com muito custo, depois enfrentei 2
vezes, isso mesmo, 2 vezes o Luiz e consegui vencer ambas as partidas, o que realmente deu um tempero maior a minha suada vitória
e novamente mostrando que nosso duelo já é o mais tradicional nos nacionais.

Personagem: O Guerreiro das Sombras é um herói de AD&D que não aceita injustiças, detentor da temível força das sombras, aliado
aos seus poderes mágicos, vive sua vida em função das batalhas para acabar com todo o mal e para trazer a glória e a vitória para
todos que o seguem, sempre mantendo o espírito guerreiro que é a lenda de seu nome.

Imagem: Montagem da face do Campeão em uma imagem medieval.

Texto:. Underdark. Can use wizard spells. This warrior and his allies loves the battles and can attack any realm ignoring any
restrictions. The first card played against him in combat is lose in the shadows (is discarded), the enemy must play other card, if he
does not play, his champion is defeted and he must raze one of his realms, (enemy´s choice). No more attacks can be made by this
player in this turn.

Tradução: Borella, o Guerreiro das Sombras. Underdark. Pode lançar feitiços de mago. Este guerreiro e seus aliados amam a batalha
e podem atacar qualquer reino ignorando quaisquer restrições. A primeira carta jogada contra ele em combate é perdida nas sombras
(é descartada), o inimigo deve jogar outra carta, se ele não jogar, seu campeão é derrotado e ele deve destruir um de seus reinos (a
escolha do inimigo). Nenhum outro ataque pode ser feito por este jogador neste turno.

Regra: Cartas anexadas no oponente antes do combate não podem ser descartadas por Borella. Somente se o oponente não tiver
cartas para jogar que seu reino é destruído, caso ele perca normalmente nenhum reino é destruído pelo poder de Borella.
Somente se o poder de Borella for usado para destruir um reino que o seu possuidor não poderá mais atacar naquele turno.
A escolha do reino a ser destruído é feita pelo oponente que está sendo atacado.

PROMO BSW 9 - Ano: 2009

Nome: Azalin's Grave Mistake


Referencia: Promo 9
Quantidade Fabricada: 36
Ícone/Características: Dungeon

Detalhes: Desesperado para sair da prisão que é o Semiplano de Ravenloft, Azalin, o poderoso lich Lorde de Darkon, acaba por
explodir uma bomba de energia negativa que mata todas as pessoas comuns do domínio e transforma as demais em mortos-vivos.
Conhecido como Réquiem, este foi possivelmente o pior cataclisma da história de Ravenloft, e não poderia faltar em Spellfire. Fora

Cartas Promo - Página 40


que, atendendo a pedidos de fãs do chamado necrodeck, é uma carta que finalmente torna um deck morto-vivo competitivo para
campeonatos.(Gustavo Costa-ES)

Texto: This player's champions (except clerics and avatars) become undead. All champions of base level 3 or less played in this pool
are discarded at the end of the current turn.

Tradução: O Grave Engano de Azalin. Os campeões deste jogador (exceto clérigos e avatars) tornam-se mortos-vivos. Todos os
campeões de nível base 3 ou menor jogados no posso são descartados no final do turno atual.

Regra: Esta carta Dungeon atinge somente os campeões de seu possuidor. O turno atual se refere tanto do jogador quanto de seu
oponente.
As Brumas de Ravenloft só afetam campeões em jogo, campeões que estejam na mão, pilha de descarte, limbo, abismo ou void não
são tornados mortos-vivos por esta Dungeon.

PROMO BSW 10 - Ano: 2009

Nome: Belo Horizonte


Referencia: Promo 10
Quantidade Fabricada: 36
Ícone/Características: Reino de AD&D
Imagem: Foto da igreja de São Francisco popularmente chamada de igreja da Pampulha, ícone da cidade de Belo Horizonte.

Detalhes: Todo o estado de Minas Gerais é dotado de muitas riquezas e sua história remonta ao descobrimento do país, buscando a
era dourada deste estado, sua capital Belo Horizonte é homenageada com esta carta.

Texto: Immune to events. Famous for its wealth, this realm gives two spoil cards when successfully defended. If Village of Vitoria is in
the same formation, the effect of this card is also applied to all realms of this player.

Tradução: Imune a eventos. Famoso por suas riquezas, este reino concede duas cartas de espólio quando defendido com sucesso.
Se Village of Vitoria estiver na formação, o espólio duplo vale para todos os reinos deste jogador.

Regra: O sucesso da defesa segue a regra normal de espólios concedidos em defesa, onde somente se o campeão oponente for
descartado (descarte, abismo ou limbo) o possuidor de Belo Horizonte terá direito aos espólios.

PROMO BSW 11 - Ano: 2010

Nome: Lord Nizeref – the Paladin


Referencia: Promo 11
Quantidade Fabricada: 15
Ícone/Características: Regente nível 9

Imagem: Imagem de um rei empunhando sua espada

Detalhes: Natural de São Paulo, Samuel Ferezin, foi campeão do 5º Campeonato Brasileiro em 2009 na cidade de Belo Horizonte-MG,
seu deck era basicamente formado por regentes por isso a idealização de sua carta como um campeão desta classe. O nome Nizeref
vem de seu sobrenome, Ferezin, invertido.

Texto: Lord Nizeref is imune ofensive blood abilities. All regents must be ask for his permission to cast blood abilities. If the permission
is conceded his player can draw one extra card or destroy one magical item/artifact on a opponent`s poll. The act of choosing is the
opponent but the target of Lord Nizeref.

Tradução: Lord Nizeref, o Paladino – Lord Nizeref é imune a habilidade de sangue ofensivas. Todos os regentes devem pedir
permissão para lançar habilidade de sangue. Se a permissão é concedida este jogador pode sacar uma carta extra ou destruir um item
mágico ou artefato no poço oponente. A ação é de escolha oponente mas o alvo é de Lord Nizeref.

Regra: O poder de Lord Nizeref é diferente dos outros campeões estilo Guild Master ou Deusa da Magia, que existem praticamente
para proibir o uso das cartas para o seu oponente, este regente pode sim dar permissão para o uso de habilidades de sangue, porém
isso tem um custo por parte do seu possuidor onde deverá escolher entre deixar o dono de Lord Nizeref comprar uma carta extra ou
deixá-lo descartar de seu poço um item mágico ou artefato, a escolha de Nizeref.
Somente outros jogadores pedem pedir permissão para usar habilidades de sangue; os regentes no poço de Lord Nizeref não
precisam (ou podem) fazê-lo.

Cúpula BSW 2021: O poder de Lord Nizeref não pode ser ativado caso um dos regentes deste jogador use uma habilidade de sangue,
pois a última frase deixa clara a intenção do criador da carta de que o poder seja ativado apenas quando Lord Nizeref permite que seu
adversário use uma habilidade de sangue.

PROMO BSW 12 - Ano: 2010

Nome: Mestre Coruja


Referencia: Promo 12
Quantidade Fabricada: 30
Ícone/Características: Herói nível 5 - FR

Cartas Promo - Página 41


Imagem: Ilustrativa de um homem negro jogador de capoeira.

Detalhes: Carta idealizada pelo jogador Gustavo Costa-ES.

Texto: In his Phase 3 he can take one Capoeira's unarmed combat card from his discard pile and bring to hand. Mestre Coruja can
learn to cast any card of a class (spells, psionic power card, blood ability, etc), since he was in the pool when any other champion casts
it. This ability is cumulative.

Tradução: Em sua fase 3 ele pode pegar uma carta de combate desarmado de capoeira de sua pilha de descarte e trazer para a mão.
Mestre Coruja pode aprender a lançar qualquer carta de uma classe (magias, cartas de poder psiônico, habilidade de sangue, etc)
desde que ele esteja no poço quando qualquer outro campeão lançar. Este habilidade é acumulativa.

Regra: Como Mestre Coruja aprende a lançar as determinadas cartas, ele não esquece, acumulando assim cada uma delas, ou seja,
ele pode aprender a lançar quantas forem utilizadas em jogo enquanto ele estiver no poço. Se ele for descartado deverá aprender tudo
novamente, perdendo as já conhecidas.

PROMO BSW 13 - Ano: 2010

Nome: Curitiba
Referencia: Promo 13
Quantidade Fabricada: 30
Ícone/Características: Reino de Dark Sun

Imagem: O Jardim Botânico de Curitiba foi inaugurado em 1991, com uma área de 245 mil m². Seus jardins geométricos e a estufa de
três abóbadas tornaram-se um dos principais cartões postais de Curitiba.
A estufa abriga plantas características da floresta atlântica do Brasil. Sua arquitetura, em estrutura metálica e estilo art-noveau, foi
inspirada em um palácio de cristal que existiu em Londres, no século XIX.

Detalhes: Carta idealizada pelo jogador Samuel Ferezin-SP.

Texto: When defending Curitiba, all psionicists use their powers first. In Phase 3, this player can discard two realms or champions from
his hand to automatically play a psionic power card that's in his discard pile, sending the caster to limbo until the end of this player's next
turn. The discard pile is then reshuffled.

Tradução: Quando defendendo Curitiba, todos os psionicos usam seu poder primeiro. Na fase 3, este jogador pode descartar dois
reinos ou campeões de sua mão para automaticamente jogar uma carta de poder psionico que esteja em sua pilha de descarte, sendo
o lançador enviado para o Limbo até o final do próximo turno deste jogador. A pilha de descarte é re-embaralhada.

Regra: A pilha de descarte é re-embaralhada somente se for usada uma carta de poder psiônico.

PROMO BSW 14 - Ano: 2011

Nome: Block Golem


Referencia: Promo 14
Quantidade Fabricada: 30
Ícone/Características: Aliado

Imagem: Fantasia

Detalhes: Natural de São Paulo, Samuel Ferezin, se tornou bi-campeão Brasileiro vencendo o 6º Campeonato Brasileiro em 2010 na
cidade de Curitiba-PR.

Texto: Can be played directly into the pool, but still considered as an ally. Can be used in a future battle and, at the end of it, can absorb
(Discard) a champion from any pool. Can be sent from the pool to the abyss to make a player reshuffle a just-used card that grant him
any number of extra cards to his draw pile, before the activation of it´s power.

Tradução: Pode ser jogado diretamente no poço, mas é considerado um aliado. Pode ser usado em uma batalha futura e ao final
desta, pode absorver (descartar) um campeão em qualquer poço. Pode ser enviado do poço para o abismo para fazer um jogador
reembaralhar uma carta recém jogada que garanta qualquer número de castas extras para sua pilha de saque, antes da ativação do
poder.

Regra: Con Game não afeta aliados, portanto esta Carta Counter não é embaralhada com os campeões. Cartas como Renovação,
Hijacking, The Boss Wants a Cut, Frevo, entre outras, também são afetados por Block Golem e perdem todo o seu efeito. The Fates,
Redebelt, Gib Irod, Tyr, entre outras do mesmo tipo de poder, só são afetados se gerarem compra extra de cartas. Templo da Maldade
Elemental (124/1ª Ed), quando afetado por Block Golen, o jogador perde o passo 2 e não pode mais baixar reinos neste turno. Se
Menzoberranzan (1/4th) é baixada com Duchy of Tenh (139/3rd) em jogo, Block Gólem atua sobre Duchy of Tenh embaralhando-o.
Taxation não é afetada pelo poder de Block Golem.

PROMO BSW 15 - Ano: 2011

Nome: Gib Recneps, The Tax Collector


Referencia: Promo 15
Quantidade Fabricada: 45

Cartas Promo - Página 42


Ícone/Características: Ladrão, nível 4 de Birthright
Imagem: Fantasia
Detalhes: Homenagem a Bud Spencer, famoso ator de filmes comédia dos anos 80. Carta idealizada pelo jogador Rafael Heller-RS.

Texto: Immune to harmful events. While in play, all cards that grant extra cards from players' draw piles are negated and no more of
such cards can be played.

Detalhes: Carta idealizada pelo jogador Rafael Heller-RS

Tradução: Gib Recneps, o Coletor de Impostos. Imune a eventos maléficos. Quando em jogo, todas as cartas que garantam cartas
extras da pilha de saque são negadas e não mais podem ser jogadas.

Regra: Espólios não são considerados cartas extras. Taxation não é afetada pelo poder de Gib Recneps. Cartas como Gib Irod,
Redbelt, Avanil, Templo da Maldade Elemental, Bag of Holding, entre outras, PODEM ser jogadas quando Gib Recneps já estiver em
jogo, porém seu poder de gerar cartas extras é negado. Eventos, Magias, Habilidades de Sangue, Cartas de Poder Psiônico, Cartas de
Combate Desarmado, Habilidade de Ladrão, entre outras cartas deste tipo que geram cartas extras não podem ser jogadas. Ex: The
Fates, Renovação, etc.
Texto grifado alterado pela Cúpula BSW 2013: A texto original da carta foi revalidado, impedindo que qualquer carta que gere cartas
extras imadiatamente ou posteriormente a sua entrada em jogo, estão impedidas de ser jogadas ou baixadas. (Ex.: Gib Irod, Redbelt,
Avanil, Templo da Maldade Elemental, Bag of Holding, entre outras).

PROMO BSW 16 - Ano: 2011

Nome: Rio de Janeiro


Referencia: Promo 16
Quantidade Fabricada: 45
Ícone/Características: Reino

Imagem: Imagem do séc XIX.da Cidade do Rio de Janeiro.

Detalhes: Rio de Janeiro, cidade maravilhosa, sedia pela segunda vez o Campeonato Brasileiro de Spellfire.

Texto: When this realm is in play, no more psionic power cards, spells and events outside combat have any effect. This realm can be
attacked by any opposing champion regardless of their position or current restrictions provided by other cards of this player."

Tradução: Quando este reino está em jogo, não mais cartas de poder psiônico, magias e eventos jogadas fora de combate tem
qualquer efeito. Este reino pode ser atacado por qualquer campeão oponente independente de sua posição ou restrições atuais
provindas de outras cartas deste jogador.

Regra: Rio de Janeiro pode ser atacada por qualquer campeão oponente em qualquer posição que esteja, independente de qualquer
outras cartas que estejam em jogo que possam impossibilitar o ataque, a exemplo de Border Garrison, Song of Dragonlance, entre
outras. Eventos, magias e cartas de poder psiônico lançadas fora de combate, são anuladas e descartadas normalmente. Cartas que
permaneçam em jogo podem ser jogadas, porém somente tem efeito durante o passo 4.

PROMO BSW 17 - Ano: 2011

Nome: Holly Shit!


Referencia: Promo 17
Quantidade Fabricada: 70
Ícone/Características: Evento

Detalhes: Em comemoração aos seus 5 anos de existência a Liga BSW lançou uma promo extra, a de número 17 de sua série, esta
foi dada gratuitamente a todos os jogadores que participam de alguma forma de jogos e campeonatos em todo o país.
A imagem na carta tem um simbolismo marcante, uma guerreira que vence um dragão, fera esta que representa o grande desafio
destes 5 anos vencidos a duras batalhas, mas, com grandes conquistas e com um crescimento que a deixa cada vez mais forte.
O “V” no centro representando o 5 em algarismo romano, marca esta grande fase de 5 anos de dura caminhada, porém com grande
mérito, tendo conquistado a cada dia novos jogadores, tendo grandes vitórias com 7 campeonatos nacionais, com campeonatos em 7
estados, 4 séries brasileiras lançadas e outras 2 já em produção, 17 cartas promos, mais de 1000 acessos/mês ao site, mais de 2000
acessos/mês no fórum, mais de 250 jogadores cadastrados, e muito, mais muito mais grandes vitórias que nos permitem buscar a
cada dia, tornar spellfire mais e mais ativo.

Texto: This card cannot be used on tournaments (except if it's allowed on the tournament rules). Each player moves to the next seat to
the right. The game restarts, and each player uses the deck found on the new seat. This event cannot be negated, calmed or EDTed.
Holly Cheat cannot be used on the new match.

Tradução: Esta carta não pode ser udada em campeonatos (exceto se permitido nas regras da competição). Cada jogador move-se
para o próximo lugar a sua direita. O jogo se reinicia, e cada jogar usa o deck encontrado no novo assento. Este evento não pode ser
negado, calmado ou parado por EDT. Holly Shit não pode ser usada novamente neste jogo.

PROMO BSW 18 - Ano: 2012

Nome: Gib Elminster


Referencia: Promo 18

Cartas Promo - Página 43


Quantidade Fabricada: 50
Ícone/Características: Mago

Detalhes: Promo criada a partir da proposta do tricampeão Brasileiro de Spellfire (2009, 2010 e 2011), Samuel Ferezin, com o objetivo
de homenagear os grandes ícones do universo Dungeons and Dragons não favorecidos em suas versões para Spellfire. No caso, o
escolhido foi o mago Elminster, famoso no universo Forgotten Realms.

Texto: Immune to offensive Spells (including Wish) and psionics. May use psionic power cards. Gib Elminster may attack any realm,
regardless of position or special powers. He ignores any restrictions to cast spells and use psionic power cards. Champions whose
adjusted level is equal or less than his base level don't have immunities to spells and psionic power cards used by him.3

Tradução: Imune a feitiços ofensivos (incluindo Wish) e poderes psiônicos ofensivos. Pode usar cartas de poder psiônico. Gib
Elminster pode atacar qualquer reino, independentemente de posição ou poderes especiais. Ele ignora quaisquer restrições para usar
magias e cartas de poder psiônico. Campeões de nível ajustado menor que o seu nível base não possuem imunidades a magias e
cartas de poder psiônico por ele utilizadas.

Regra: Gib Elminster é um campeão muito versátil, que estará presente em diversos tipos de baralhos diferentes que utilizam as regras
da Liga BSW. Suas imunidades garantem que ele permaneça na mesa por algum tempo, possibilitando a um jogador em dificuldades
mudar o rumo de uma partida. Seu poder de atacar qualquer reino independentemente de posição ou poderes especiais permitem que
ele supere as mais diversas barreiras, como Anytown, Anywhere (70/4th edition), Nightmare Lands (64/4th edition), The Lost City
(16/RR), entre outros. Vale ressaltar apenas que, apesar de ignorar as restrições de ataque, ele ainda deve submeter-se aos poderes
especiais dos reinos atacados, quando possível, de modo que, ao atacar Anytown, Anywhere, ele deve enviar um feitiço da mão ou da
pilha de descartes ao Abismo, porém não fica impedido de atacar caso não tenha um.
A última parte de seu poder é, de longe, a mais poderosa. Campeões de nível ajustado igual ou inferior ao nível base de Gib Elminster
não possuem imunidades contra magias e cartas de poder psiônico por ele utilizadas, possibilitando a ele eliminar campeões chatos,
como Necba the Wrathmaker (14/DU chase).
Por fim, vale ressaltar que apenas os campeões são afetados pelo poder de Gib Elminster. Qualquer outro tipo de carta afetada pelas
magias e cartas de poder psiônico usadas por ele mantêm as suas imunidades normalmente.

PROMO BSW 19 - Ano: 2012

Nome: Deadly Pact


Referencia: Promo 19
Quantidade Fabricada: 70
Ícone/Características: Evento

Detalhes: Carta criada para auxiliar em jogos de duplas

Detalhes: Carta idealizada pelo jogador Lucal-ES

Texto: Play Deadly Pact in your pool. Your partner must sacrifice a card in play of any icon type and attach it to the event. All opposing
players must sacrifice all cards in play with the same icon. Those who don't must skip phases 2 and 3 of their next turn. All sacrificed
cards are discarded. This event cannot be negated. It can only be calmed by individual players. (Harmful)

Tradução: Jogue Pacto Mortal em seu poço. Seu parceiro deve sacrificar uma carta em jogo do qualquer tipo de ícone e anexar ao
evento. Todos os jogadores oponentes devem sacrificar todas as cartas em jogo com o mesmo ícone. Aqueles que não quiserem
devem pular suas fase 2e 3 do próximo turno. Todas as cartas sacrificadas são descartadas. Este evento não pode ser negado. Ele
pode somente ser “calmado” individualmente pelos jogadores. (Maléfico)

Regra: o termo “calmado” refere-se a carta Calm (400/1st) e Serenidade(400/1ª Ed), porém cartas como Delsenora e Dragon Calm
também podem ser usadas. Todos os jogadores oponentes devem descartar todas as castas em jogo do mesmo tipo ícone da carta
sacrificada anexa em Pacto Mortal, ou perder os passos 2 e 3 de seu próximo turno.

PROMO BSW 20 - Ano: 2012

Nome: São Paulo


Referencia: Promo 20
Quantidade Fabricada: 70
Ícone/Características: Reino

Detalhes: Carta homenageando a cidade de São Paulo, sede pela terceira vez de um campeonato Brasileiro.

Texto: The city's pollution halves the adjusted level of all attacking non-monster champions (rounded down). Its skyscrapers and its
polluted river prevent the attacks from flyers and swimmers. The city's underground allows this player's partner to send him any cards to
be used in the defense of his realms, which return to its owner's hand after a victorious battle.

Tradução: A poluição da cidade reduz o nível ajustado de todos os campeões atacantes não monstros (arredondados para baixo). O
céus e a poluição dos rios previnem o ataque de voadores e nadadores. O subterrâneo da cidade permite ao parceiro enviar qualquer
carta para ser usadas na defesa deste reino, estas retornam a sua mão depois da vitória da batalha.

Regra: O nível ajustado de todos os campeões é reduzido pela metade, arredondado para baixo, incluindo todas as cartas já anexadas
no início do combate, cartas anexadas posteriormente mantém seu nível normalmente.

Cartas Promo - Página 44


PROMO BSW 21 - Ano: 2013

Nome: Schubert Convention


Referencia: Promo 21
Quantidade Fabricada: 35
Ícone/Características: Thief Skill

Detalhes: Carta em honra ao campeão Brasileiro 2012, Maycon Schubert, do Rio Grande do Sul

Texto: Usable only by a thief during the opponent's turn and if there are 2+ thieves in this player's pool. This player steals one phase
from the opponent's turn (except phase 1) and plays it immediately. The affected player must skip the stolen phase. If sucessfully
played, this card and its user are sent to the Abyss. (Off/0)

Tradução: Usável somente por um ladrão durante o turno oponente e se existir 2 ou mais ladrões no poço deste jogador. Este jogador
rouba uma fase do turno oponente (exceto fase 1) e a joga imediatamente. O jogador afetado deve pular a fase roubada. Se jogada
com sucesso, esta carta e o usuário são enviados para o abismo. (Ofe/0)
Regra: Esta habilidade de ladrão rouba uma fase inteira do jogador oponente, fazendo com o que o jogador alvo, não tenha a mesma
dentro do seu turno. Ex: se o jogador roubar a fase 2, o jogador afetado não poderá baixar reinos ou fortalezas e nem mesmo
reconstruir, a fase é totalmente furtada e o jogador alvo deve pular esta fase ignorando-a.
O jogador que usou Schubert Convention usa a fase roubada no exato momento que a carta é lançada, se não for cancelada, ele usa a
fase completamente e somente esta, Ex. se roubar a fase 3, ele poderá baixar cartas, lançar cartas, porém, não poderá atacar ou usar
cartas que tenham efeito em outras fases.

PROMO BSW 22 - Ano: 2013

Nome: Sotsab, Master of Artifacts


Referencia: Promo 22
Quantidade Fabricada: 50
Ícone/Características: Clérigo – lv 7 - Dragonlance

Detalhes: Carta criada por João Paulo Bastos-RJ e escolhida entre 53 opções para ser tornar uma promo 2013. Imagem fantasy.

Texto: When Sotsab is played, he can copy the special powers of any artifact in play. The power remains until Sotsab be discarded.

Tradução: Quando Sotsab é jogado, ele pode copiar o poder especial de qualquer artefato em jogo. O poder permanece até Sotsab
ser descartado.

Regra: Somente quando jogado, mesmo que em batalha, o Mestre dos Artefatos pode usar seu poder e copiar um artefato em jogo.
Mesmo que o artefato que foi copiado saia do jogo, o poder permanece até que Sotsab seja descartado ou saia do jogo de alguma
maneira. Somente o poder do artefato é copiado, mundo e nível são desconsiderados.

PROMO BSW 23 - Ano: 2013

Nome: Spartan Weapons


Referencia: Promo 23
Quantidade Fabricada: 50
Ícone/Características: Artefato – Forgothen Realms

Detalhes: Carta criada por José Otterço-SP e escolhida entre 53 opções para ser tornar uma promo 2013. Imagem criada por Lucal,
arte elaborada em uma fotomontagem das armas típicas utilizadas no filme 300 de Esparta.

Texto: The presence of the Spartan Weapons make all cards activate their powers only during phase 4. To deserve these weapons, its
player must attack every turn (if possible), or will have to discard this card. No card has immunity against the Spartan Weapons.

Tradução: A presença de Spartan Weapns faz todas as cartas ativarem seus poderes somente durante a fase 4. Para merecer estas
armas, este jogador deve atacar todo turno (se possível), ou terá que descartar esta carta. Nenhuma carta tem imunidade contra
Spartan Weapons.

Regra: Depois que Spartan Weapon entra em jogo, nenhuma outra carta, a não ser Spartan Weapon, tem poder fora do passo 4,
qualquer poder ativado em qualquer outro passo é anulado pelo artefato. Cartas podem ser baixadas normalmente, porém ficarão sem
poder até que o passo 4, de qualquer jogador, seja iniciado. Qualquer carta suporte (magia, UCC, habilidade de sangue. Etc) ou evento
lançado fora da fase 4, será descartado sem ter qualquer efeito. Cartas suportes ou eventos que permaneçam em jogo podem ser
jogados, porém, somente terão poder na fase 4.
O jogador possuidor deste artefato é obrigado atacar todo turno, se possível, um reino oponente. Ataque a cartas Dungeons não é
obrigatório para efeito de Spartan Weapons.
Nenhum jogador é imune ao seu poder, para evitar combos muitos fortes como com Bonemaster em deck de undead.

PROMO BSW 24 - Ano: 2014

Nome: The King’s Peace


Referencia: Promo 24
Quantidade Fabricada: 30
Ícone/Características: Dungeon

Cartas Promo - Página 45


Detalhes: Carta em homenagem em Campeão Brasileiro 2013 Laert Paiva.

Texto: This player and all his cards are immune to harmful events.

Tradução: Este jogador e todas as suas cartas são imunes a eventos maléficos.

Regra: Esta dungeon protege mão, poço, formação e pilhas deste jogador, contra qualquer evento maléfico.

Cúpula BSW 2016: devido à enorme proteção conferida por esta carta, seu poder fica restrito aos eventos maléficos jogados por
jogadores oponentes.

PROMO BSW 25 - Ano: 2014

Nome: Black Hole


Referencia: Promo 25
Quantidade Fabricada: 30
Ícone/Características: Evento
Detalhes: Carta criada por Lucal-ES e escolhida entre 23 opções para ser tornar uma promo 2014.

Texto: When this card is played, all cards in all discard piles, Limbo and Abyss are sent to the Void, even if this card is negated. This
card remains in play, sending to the Void all new cards that would be discarded or sent to Limbo and Abyss. Black Hole can't be calmed
individually by any player, only negated. (Harmful)

Tradução: Quando esta carta é jogada, todas as cartas em todas as pilhas de descarte, Limbo e Abismo são enviadas para o Void,
mesmo se esta carta é negada. Esta carta permanece em jogo, enviando para o Void todas novas cartas que sejam descartadas ou
enviadas para o Limbo e Abismo. Black Hole não ser poder calmada individualmente por qualquer jogador, somente negada. (Maléfico)

Regra: Somente o destino das cartas é mudado, o efeito do poder das cartas que enviam para o descarte, limbo e abismo funciona
normalmente. O envio para o Void (fora do jogo) é imediato ao efeito das cartas, não existindo tempo para efeito de outras cartas.
Herald of Mei Lung não protege deste evento.

PROMO BSW 26 - Ano: 2014

Nome: Recife & Olinda, The Sibling Cities


Referencia: Promo 26
Quantidade Fabricada: 30
Ícone/Características: Reino - Greyhawk

Detalhes: Carta idealizada pelos Campeões de Dupla 2013, Gelson Lozer-ES e Vitor Dutra-RJ, junto com os vencedores do prêmio Os
Corajosos do mesmo ano.

Texto: After this card comes into play, this player can, at any given time, exchange this realm for any other realm in his own discard or
draw piles. Put the new realm in play immediately in place of R&O (consider it as if it was just played). Recife is put in the same place
where the exchanged realm was taken from. If put into the draw pile, reshuffle it.

Tradução: Depois que esta carta estiver em jogo, este jogador pode, a qualquer momento, trocar este reino por qualquer outra reino
em sua pilha de descarte ou pilha de saque. Coloque o novo reino em jogo imediatamente e coloque R&O em seu lugar (é consideredo
como recém jogado). Recife é colocado no lugar onde o reino trocado estava. Se colocado na pilha de saque, reembaralhe.

Regra: No momento que este reino é alvo do poder de outra carta, não é possível utilizar o seu poder. (ex. Se jogado Cataclisma sobre
Recife, primeiro tem que se cancelar o evento para que possa utilizar o poder do reino). O reino trocado pelo poder de Recife & Olinda
é considerado recém jogado e pode ativar qualquer poder existente, se aplicável. Se o jogador procurar por um reino na pilha de saque
e não encontrar um para fazer a troca, a pilha deverá ser embaralhada. O reino buscado na pilha de saque deve ser um reino que não
exista em jogo, inteiro ou destruído, caso busque um já existente o jogador poderá escolher outro na pilha de saque ou descarte.

Cúpula BSW 2015: Devido ao grande potencial para criação de loops, seu poder deve ser usado apenas uma vez por partida, de
modo semelhante ao funcionamento do reino Ancient Kalidnay (97/AR).

PROMO BSW 27 - Ano: 2015

Nome: Necronomicon
Referencia: Promo 27
Quantidade Fabricada: 50
Ícone/Características: Artefato - Ravenloft

Detalhes: Criada pelo campeão Brasileiro 2014, Pedro Henrique, de Recife/PE.

Texto: This player can search for a champion from any world in any discard pile, and put it into play with Necronomicon attached.
Powers and levels remain, but the champion becomes undead. If this artifact is removed, the champion will return to its original discard
pile.

Cartas Promo - Página 46


Tradução: Este jogador pode procurar por um campeão de qualquer mundo em qualquer pilha de descartes e coloca-lo em jogo com
Necronomicon anexado. Poderes e nível permanecem, mas o campeão torna-se morto-vivo. Se o artefato for removido, o campeão
retorna para a sua pilha de descartes de origem.

Regra: o jogador de Necronomicon pode escolher qualquer campeão em qualquer pilha de descartes para trazer para o jogo,
tornando-o morto-vivo. Caso o artefato seja removido de jogo por qualquer razão, o campeão retorna para a pilha de origem. Um
combo interessante seria usar este artefato e Cromlin (7/NS) no mesmo baralho, permitindo que este jogador possa sempre trocar o
campeão recuperado da pilha de descartes, bastando para isso retornar o artefato para a sua mão com o poder do reino.

Cúpula BSW 2021: Pode trazer um avatar de volta ao jogo utilizando o seu poder, pois avatares são campeões, mas o jogador
precisaria pagar o custo para coloca-los no jogo, assim como ocorre com Create Minion (79/DU).

PROMO BSW 28 - Ano: 2015

Nome: Colossal Turtle


Referencia: Promo 28
Quantidade Fabricada: 50
Ícone/Características: Monstro - Dragonlance

Detalhes: Criada pelo jogador Leonardo Almeida e aprovada pela Comissão das Promos de 2015 dentre as 75 propostas
apresentadas.

Texto: Swimmer. While in the pool, it is immune to offensive cards and events. May cast wizard spells. While Colossal Turtle is in play,
this player’s champions aren’t discarded if he has no realms in the formation.

Tradução: Nadador. Enquanto estiver no poço, ela é imune a cartas ofensivas e eventos maléficos. Pode lançar feitiços de mago.
Enquanto Tartaruga Colossal estiver em jogo, os campeões deste jogador não são descartados se não houver reinos em sua
formação.

Regra: o fato de o jogador manter seus campeões no poço mesmo que não haja reinos em sua formação não lhe permite jogar o
passo 3 de seu turno por conta da Cúpula BSW 2011.

Cúpula BSW 2011: Se um jogador não tiver reinos inteiros ou destruídos após o passo 2, ele automaticamente vai para o passo 4, não
podendo realizar nenhuma ação de passo 3.

Cúpula BSW 2016: em virtude da decisão da Cúpula BSW 2011, na qual, sem reinos na formação, o jogador não poderia realizar
ações de passo 3 em seu turno, quando os campeões de um jogador permanecem no poço em função do poder deste monstro, aplica-
se a Cúpula normalmente, e o jogador torna-se incapaz de realizar ações de passo 3 em seu turno até que jogue um reino em sua
formação.

PROMO BSW 29 - Ano: 2015

Nome: Scalding Sun


Referencia: Promo 29
Quantidade Fabricada: 50
Ícone/Características: Carta-Regra

Detalhes: Criada pelo jogador Arthur Guerreiro da Fonseca e aprovada pela Comissão das Promos de 2015 dentre as 75 propostas
apresentadas.

Texto: Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other
rule card is played. Cards with the words (including inflectional forms) ‘coast’ and ‘swimmer’ have this terms ignored from their special
powers. Scalding Sun negates the special powers of all reams and holdings that are not from Dark Sun.

Tradução: Jogada no início do turno do jogor, esta cata não é descartada. Ela afeta todos os jogadores até que outra carta-regra seja
jogada. Cartas com as palavras (incluindo formas flexionadas) “costa” e “nadador” têm estes termos ignorados de seus poderes
especiais. Sol Escaldante nega os poderes especiais de todos os reinos e fortalezas que não sejam de Dark Sun.

Regra: as únicas partes dos poderes de uma carta que são ignorados são os termos “nadador” e “costa”, portanto o restante do poder
funciona normalmente. Por exemplo, mesmo com esta regra em jogo, Pelath the Bronze Dragon (28/DR) mantém seu poder de
retornar um item mágico da pilha de descartes de seu controlador e anexá-lo a ele no passo 5 de seu turno. Os poderes de reinos e
fortalezas, contudo, são completamente negados caso eles não pertençam ao mundo Dark Sun.

PROMO BSW 30 - Ano: 2015

Nome: Shrine of Light


Referencia: Promo 30
Quantidade Fabricada: 50
Ícone/Características: Reino – Forgotten Realms

Detalhes: Criada pelo jogador Luis Carlos Fellows e aprovada pela Comissão das Promos de 2015 dentre as 75 propostas
apresentadas.

Cartas Promo - Página 47


Texto: Cannot be attacked by undead, fiends, or awnshegh. This player’s clerics become immune to harmful events and offensive
magical items. Once per turn, during phase 3, this player may return a cleric (non-avatar) from his discard pile to his hand.

Tradução: Não pode ser atacado por mortos-vivos, demônios e awnshegh. Os clérigos deste jogador são imunes a eventos maléficos
e itens mágicos ofensivos. Uma vez por turno, no passo 3, este jogador pode retornar um clérigo (não-avatar) da sua pilha de
descartes para a sua mão.

Regra: trata-se de um bom reino para um baralho com muitos clérigos, que pode inclusive receber ter anexada a fortaleza Mulmaster
(73/4th ed), o que aceleraria ainda mais a velocidade do baralho.

PROMO BSW 31 - Ano: 2016

Nome: Invictus, Ioannes Pavlvs


Referencia: Promo 31
Quantidade Fabricada: XX
Ícone/Características: Herói– Greyhawk

Detalhes: Criada pelo campeão Brasileiro 2015, João Paulo Bastos, do Rio de Janeiro/RJ, que venceu o torneio sem ser derrotado
nenhuma vez.

Texto: Can cast any spell and use any unarmed combat card. While Invictus is in play, all holdings have their special powers negated.

Tradução: Pode lançar qualquer feitiço e usar qualquer carta de combate desarmado. Enquanto Invictus estiver em jogo, todas as
fortalezas têm o seu poder negado.

Regra: um bom campeão, capaz de usar vários tipos de carta-suporte, inclusive aquelas com algum tipo de restrição, como Elemental
Swarm (52/TU), Breath of Death (63/TU) e Breath Weapon III (96/DR). A segunda parte de seu poder também afeta fortalezas cujo
poder é ativado quando ela entra em jogo, como Not So Fast (20/CHBR) e Fortification: Bailey (85/4th ed).

PROMO BSW 32 - Ano: 2016

Nome: Colonization
Referencia: Promo 32
Quantidade Fabricada: XX
Ícone/Características: Habilidade de Sangue

Detalhes: Criada pelo jogador Rubens Bruno e aprovada pela Comissão das Promos de 2016 dentre as 124 propostas apresentadas.

Texto: Play on an opponent’s realm, which then becomes your realm and is put in your formation. You can only play this blood ability if
you haven’t played a realm this turn. If this card is negated after being successfully used, send it to the Void. Lasts until negated. (Off/2)

Tradução: Jogue em um reino do adversário, ganhando controle sobre ele e colocando-o em sua formação. Jogue esta carta apenas
se você não houver baixado um reino neste turno. Se esta carta for cancelada após ter sido jogada com sucesso, envie-a para o Void.
Dura até ser cancelada. (Ofe/2)

Regra: esta carta não pode ser usada no primeiro turno de um jogador, já que ela é usada no passo 2, quando o jogador ainda não
terá tido oportunidade de baixar seu primeiro campeão da partida. Caso a carta seja cancelada ao ser recém-jogada, ela é enviada
para a pilha de descartes normalmente.

Cúpula BSW 2021: Essa habilidade de sangue pode ser usada em reinos arrasados. Caso o reino afetado por Colonização seja
arrasado, ele continua sob controle do jogador da habilidade de sangue, permanecendo em sua formação.

PROMO BSW 33 - Ano: 2016

Nome: Primitive Blood


Referencia: Promo 33
Quantidade Fabricada: XX
Ícone/Características: Item mágico

Detalhes: Criada pelo jogador Luiz Cláudio Melo e aprovada pela Comissão das Promos de 2016 dentre as 124 propostas
apresentadas.

Texto: The attached champion becomes undead. Once per turn, this player can look at an opponent’s hand and shuffle a card of his
choice at that player’s draw pile. (Off)

Tradução: O campeão anexado torna-se morto-vivo. Uma vez por turno, este jogador pode olhar a mão do oponente, escolher uma
carta e embaralhá-la com a sua pilha de saque. (Ofe)

Regra: o poder desta carta é ativado no passo 3 do turno de seu controlador. Assim como Rings of All-Seeing (171/4th ed) e Ren’s
Crystal Ball (451/4th ed), a melhor forma de defender-se dos poderes desta carta é o uso do artefato Herald of Mei Lung (54/NS). A
ação de reembaralhar a carta não equivale à ação de descartar uma carta, portanto Wyrm’s Decree (19/DR) e Paredão Zeca Diabo
(13/ML) não podem ser usados para defender-se da ação de Primitive Blood.

Cartas Promo - Página 48


Cúpula BSW 2021: seu uso não será permitido no Nacional.

PROMO BSW 34 - Ano: 2016

Nome: Gib Odraude


Referencia: Promo 34
Quantidade Fabricada: XX
Ícone/Características: Regente - Birthright

Detalhes: Criada pelo jogador Rubens Bruno em homenagem ao falecimento do jogador Eduardo Barreto, do Rio de Janeiro/RJ.

Texto: Can cast cleric spells. Immune to harmful events. Also considered a Birthright realms for all purposes (except victory conditions
and attacks’ target).

Tradução: Pode lançar feitiços de clérigo. Imune a eventos maléficos. Também é considerado um reino Birthright para todos os
propósitos (exceto vitória ou para alvo de ataques de outros jogadores).

Regra: o poder desta carta permite algumas ações interessantes, como ter uma fortaleza Birthright anexada e manter os campeões
deste jogador no poço caso não haja reinos na sua formação. Ao contrário do que ocorre com Colossal Turtle (Promo BSW 28), este
jogador mantém o passo 3 de seus turnos mesmo que não haja reinos em sua formação, já que o campeão conta como um reino para
este propósito.

Cartas Promo - Página 49


CARTAS PROMO BSW
ESTRANGEIRAS
- Promos BSW Estrangeiras: As promos BSW criadas em campeonatos estrangeiros NÃO SERÃO ACEITAS nos campeonatos
brasileiros anuais da Liga BSW (Campeonato Brasileiro BSW – Individual ou de Duplas).

PROMO BSW FRANÇA 01 - Ano: 2014

Nome: The Hell Fighting


Referencia: Promo 01
Quantidade Fabricada: 35
Ícone/Características: Feitiço de Clérigo

Detalhes: Promos entregues durante o 1º Campeonato Francês pela Liga BSW, realizado no dia 18 de abril de 2014 na cidade de
Lyon.
Texto: Opposing player draws and discards a card, noting its last digit. The opposing player must discard that many cards from his
hand. Undead are never immune to this spell. (Off/4)

Tradução:.O jogador oponente saque e descarta uma carat, notando o último dígito. O jogador oponente deve descartar o mesmo
número de cartas de sua mão. Mortos vivos nunca são imunes a esta magia. (ofe/4)

Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW FRANÇA 02 - Ano: 2014

Nome: The Caravan Master


Referencia: Promo 02
Quantidade Fabricada: 35
Ícone/Características: Herói – Dark Sun

Detalhes: Promos entregues durante o 1º Campeonato Francês pela Liga BSW, realizado no dia 18 de abril de 2014 na cidade de
Lyon.

Texto: All players must ask permission from the Caravan Master to play The Caravan. Once per turn, this merchant allows this player to
discard a magical item from his hand or his pool to search for another magical item in his draw pile.

Tradução:.Todos os jogadores devempedir permissão a Caravan Master para jogar A Caravana. Uma vez por turno, o mercador
permite a este jogador descartar um item mágico de sua mão ou poço e pesquisar por um outro item mágico em sua pilha de saque.

Regra: The Caravan de qualquer edição é afetada pelo poder deste campeão. Ancient Kalidnay não é afetada pelo poder de The
Caravan Master. O poder de The Caravan Master quanto a itens magicos é ativado no passo 3.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW FRANÇA 03 - Ano: 2015

Nome: The Vineyard


Referencia: Promo 03
Quantidade Fabricada: 35
Ícone/Características: Reino – Dark Sun

Detalhes: Promos entregues durante o 2º Campeonato Francês pela Liga BSW, realizado no dia 1º de agosto de 2015 na cidade de
Perpignan.

Texto: Any champion who attack this realm get drunk. A second champion must come with him. Only the level and the power of the
second champion are usable during the fight. If victorious both champions return to their pool and this player draw two spoils of victory if
the realm is razed. If defeated, both champions are discarded.

Cartas Promo - Página 50


Tradução:.Qualquer campeão que ataque este reino fica bêbado. Um segundo campeão deve ser enviado com ele. Apenas o nível e o
poder do segundo campeão são usáveis durante a batalha. Se vitoriosos, ambos os campeões retornam ao seu poço, e este jogador
compra dois espólios de vitória se o reino for destruído. Se derrotados, ambos os campeões são descartados.

Regra: O simples fato de uma dupla de campeões atacante vencer uma rodada de batalha não faz com que o reino seja
automaticamente destruído.
Tanto o campeão bêbado quanto o segundo campeão atacante não podem ser novamente utilizados durante o passo 4 corrente.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW FRANÇA 04 - Ano: 2015

Nome: Cyrinishad
Referencia: Promo 04
Quantidade Fabricada: 35
Ícone/Características: Artefato – AD&D

Detalhes: Promos entregues durante o 2º Campeonato Francês pela Liga BSW, realizado no dia 1º de agosto de 2015 na cidade de
Perpignan.

Texto: May be attached to any champion in any pool with two or more attached item and/or artifact (regardless of immunities). The
champion comes into your pool without other attached cards.

Tradução:.Pode ser anexada a qualquer campeão em qualquer poço com dois ou mais itens mágicos e/ou artefatos anexados
(independentemente de imunidades). O campeão vai para o seu poço sem as cartas anexadas.

Regra: Esta carta pode ser anexada a um campeão imune a arrefatos e/ou que não pertença ao mundo de AD&D.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW FRANÇA 05 - Ano: 2016

Nome: Vagabon
Referencia: Promo 05
Quantidade Fabricada: 35
Ícone/Características: Aliado

Detalhes: Promos entregues durante o 3º Campeonato Francês pela Liga BSW, realizado em maio de 2016 na cidade de Lyon.

Texto: This ally cannot switch side. Take the level and the power of the first champion from the top of any discard pile.

Tradução:.Este aliado não pode mudar de lado. Seus nível e poder são os do primeiro campeão encontrado na pilha de descartes, do
topo para o fundo.

Regra: Para evitar problemas durante uma partida com este aliado, é recomendável que ambos os jogadores evitem manipular suas
pilhas de descartes, mantendo a posição das cartas na ordem em que elas foram colocadas na pilha.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW FRANÇA 06 - Ano: 2016

Nome: Dispel Slyly


Referencia: Promo 06
Quantidade Fabricada: 35
Ícone/Características: Habilidade de Ladrão

Detalhes: Promos entregues durante o 3º Campeonato Francês pela Liga BSW, realizado em maio de 2016 na cidade de Lyon.

Texto: Can be used at any time to cancel the effect of an existing of just cast spell, unarmed combat card, thief skill or blood ability.
(Def)

Tradução:.Este aliado não pode mudar de lado. Seus nível e poder são os do primeiro campeão encontrado na pilha de descartes, do
topo para o fundo.

Regra: Esta carta possui grande sinergia com Slap! (18/IQBR), já que a maioria dos usuários de habilidades de ladrão não lançam
feitiços.
Vale lembrar que Dispel Slyly, ao contrário de Slap!, pode ser usada em cartas-suporte que já estejam em jogo.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

Cartas Promo - Página 51


PROMO BSW ESTADOS UNIDOS 01 - Ano: 2015

Nome: Philly GamesCon


Referencia: Promo 01
Quantidade Fabricada: 35
Ícone/Características: Evento

Detalhes: Promos entregues durante o 1º Campeonato Americano pela Liga BSW, realizado no dia 19 de abril de 2015 na cidade de
Filadélfia.

Texto: The fans gather in celebration! Play during combat. The event player’s champion gets an ally this round of combat who’s level is
equal to the number of cards played on both sides, including the champions. If played at Philly GamesCon, place in the discard pile if
discarded or the Abyss if used. (Helpful)

Tradução:.Os fãs unem-se em celebração! Jogue durante o combate. O campeão do jogador do evento ganha um aliado para esta
rodada de batalha, cujo nível é igual ao número de cartas jogadas em ambos os lados, incluindo os campeões. Se jogada na Philly
GamesCon, coloque o evento na pilha de descarrtes se descartado ou no Abismo se usado. (Benéfico)

Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW ESTADOS UNIDOS 02 - Ano: 2015

Nome: Bell of Liberty


Referencia: Promo 02
Quantidade Fabricada: 35
Ícone/Características: Item Mágico

Detalhes: Promos entregues durante o 1º Campeonato Americano pela Liga BSW, realizado no dia 19 de abril de 2015 na cidade de
Filadélfia.

Texto: Let freedom ring! Once per turn, this player may copy one Ally card played by another player, and use it in combat before this
player’s next phase 3 If played in Pensylvania, USA, this card gets shuffled into the draw pile when discarded. (Off)
Tradução: Que a liberdade soe! Uma vez por turno, este jogador pode copiar o poder de um aliado jogado por outro jogador e o usar
até o seu próximo passo 3. Se jogado na Pensilvânia, EEUU, esta carta é reembaralhada na pilha de saque quando descartada. (Off)

Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW COLÔMBIA 01 - Ano: 2015

Nome: Necba’s Big Brother


Referencia: Promo 01
Quantidade Fabricada: 35
Ícone/Características: Ladrão – AD&D

Detalhes: Promos entregues durante o 1º Campeonato Colombiano pela Liga BSW, realizado no dia 9 de agosto de 2015 na cidade de
Bogotá.
Texto: When this champions enters combat it can use any thief champion in play as an ally, if NBB wins the battle the ally returns
without attachments, otherwise the champion is discarded.

Cartas Promo - Página 52


Tradução:.Quando este campeão entra em combate, ele pode usar qualquer ladrão em jogo como aliado; se NBB vencer a batalha, o
aliado retorna para o poço sem anexos, do contrário o campeão é descartado.

Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Caso o NBB seja derrotado em batalha após usar o seu poder, ele é descartado juntamente com o ladrão utilizado como aliado.

PROMO BSW COLÔMBIA 02 - Ano: 2015

Nome: ...And justice for all.


Referencia: Promo 02
Quantidade Fabricada: 35
Ícone/Características: Carta-Regra

Detalhes: Promos entregues durante o 1º Campeonato Colombiano pela Liga BSW, realizado no dia 9 de agosto de 2015 na cidade de
Bogotá.

Texto: Played at the beginning of the player’s turn, this card is not discarded. It affects all players and remain in effect until any other
rule card is played. While this rule card is in play all promo cards (Except for this one) lose their powers and no more can be played.

Tradução: Jogada no início do turno do jogador, esta carta não é descartada. Ela afeta todos os jogadores e permanece em efeito até
que outra carta-regra seja jogada. Enquanto esta carta-regra estiver em jogo, todas as cartas-promo (exceto esta) perdem seus
poderes, e nenhuma outra pode ser jogada.

Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW ALEMANHA 01 - Ano: 2015

Nome: Berlin
Referencia: Promo 01
Quantidade Fabricada: 35
Ícone/Características: Reino – AD&D

Detalhes: Promos entregues durante o 1º Campeonato Alemão pela Liga BSW, realizado no dia 20 de setembro de 2015 na cidade de
Frankfurt.

Texto: When played, this player can rebuild a realm in game.

Tradução:.Quando jogado, este jogador pode reconstruir um reino em jogo.

Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

PROMO BSW ALEMANHA 02 - Ano: 2015

Nome: Gutembreg, The Invention Of Printing


Referencia: Promo 02
Quantidade Fabricada: 35
Ícone/Características: Evento

Detalhes: Promos entregues durante o 1º Campeonato Alemão pela Liga BSW, realizado no dia 20 de setembro de 2015 na cidade de
Frankfurt.

Texto: Choose one card from your draw pile and take it to your hand. Then reshuffle the draw pile. (Helpful)

Tradução:.Escolha uma carta de sua pilha de saque e a coloque em sua mão. Então reembaralhe a sua pilha de saques. (Benéfico)

Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.

Cartas Promo - Página 53


PRIMEIRA EDIÇÃO EM INGLÊS
Waterdeep Cormyr
1/1st 5/1st
Realm Realm
Forgotten Realms Forgotten Realms
Special Realm Special Realm
Coast Coast
Any champions can use wizard spells when defending
Waterdeep. Sembia
6/1st
This card cannot be used to cast step 3 or 5 spells. 11' Realm
Disrupted Magic (27/RL) is in effect, this card allows defending Forgotten Realms
champions to cast cleric spells instead. Waterdeep is best Special Realm
used in decks that have wizard spells, but do not have many Coast
champions capable of casting wizard spells. If Arabel (36/lst) is
attached to Waterdeep, its monster can cast wixard spells.
Moonshae Isles
Mulmaster (33/lst) is a good holding to attach lo Waterdeep.
Moonwell (23/FR) is a good holding for this realm, allowing the 7/1st
defending champion to cast both types of spells. Berdusk Realm
(31/lst), Tantras 2
(32/lst), Suzail (35/lst) and the Geneva Conclave (Promo 2) Forgotten Realms
are poor choices. Special Realm
Coast
The City of Splendors is the most important and influential city The Moonshaes can defend themselves as a level 2 hero. All
in the northern reaches, and perhaps in all Faerun. The defending allies gain 3 levels.
metropolis is the hub of trading from the mineral-rich lands to
the north to the merchant kingdoms to the south. Thay
8/1st
Menzoberranzan Realm
2/1st Forgotten Realms
Realm Special Realm
Forgotten Realms Any champion can use wizard spells when defending Thay.
Special Realm
Underdark Calimshan
Can be played at any time. Immune to flyers. 9/1st
Realm
As with an event, Menzoberranzan can be played at any time, Forgotten Realms
even if a realm has already been played in phase 1. This Special Realm
makes Menzoberranzan a "must have" card in all decks. Coast
Menzoberranzan cannot be played while Map of Life is in play.
Menzoberranzan is immune to flyers, and therefore cannot be Pirate Isles
attacked by flyers. However, the ally White Weird, which is a 10/1st
flyer, can be played as an event to remove a holding from Realm
Menzoberranzan. Because of the phrasing on the card, Forgotten Realms
Menzoberranzan may be attacked by flyers if Takhisis's Special Realm
Helmet of Power is in play. Coast
Although Menzo may be played at any time, the player with Flyers cannot attack this realm.
priority must be allowed to play first during this "Menzo pause".
Ravens Bluff
Card Combo: If the holding Border Forts is attached to
Menzoberranzan it becomes almost impossible to attack. 11/1st
Realm
Forgotten Realms
Zhentil Keep
Special Realm
3/1st Coast
Realm Any champions can use wizard spells when defending Ravens
5 Bluff.
Forgotten Realms
Rare
The Great Rift
Coast
Zhentil Keep can defend itself as a level 5 cleric. 12/1st
Realm
Forgotten Realms
Shadowdale
Special Realm
4/1st Flyers cannot attack this realm.
Realm
Forgotten Realms
Myth Drannor
Special Realm
Any champion can cast cleric and wizard spells when 13/1st
defending Shadowdale. Realm
Forgotten Realms
Uncommon

Primeira Edição em Inglês - Página 54


Any champion can use wizard spells when defending Myth Special Realm
Drannor. Increases player's maximum hand by one. Coast
Any defending monster gains 4 levels.
Vaasa
14/1st Rashemen
Realm 22/1st
Forgotten Realms Realm
Special Realm Forgotten Realms
Coast Special Realm
Coast
Jungles of Chult
15/1st Damara
Realm 23/1st
5 Realm
Forgotten Realms Forgotten Realms
Special Realm Special Realm
Coast Double the level of a defending Forgotten Realms champion.
Chult can defend itself as a level 5 monster.
This realm is not vulnerable to swimmers unless it is exposed.
The High Forest There appears to be a small bit of coastline showing at the
16/1st bottom of the card.
Realm However, examining the FORGOTTEN REALMS campaign
Forgotten Realms world map shows that this is a tiny lake, high in the Earthspur
Special Realm Mountains. It hardly qualifies as coastline. This card doubles
the level of the champion as it enters into the battle, even
champions provided by holdings, such as Arabel (36/lst). This
Sword Coast
means that magical items and artifacts brought with ihe
17/1st champion from the pool are also doubled. Magical items,
Realm Forgotten Realms artifacts, allies, spells and any other cards played afterward
Special Realm are not doubled. If Berdusk OI/ 1st), Hillsfar (36/lst) or either
Coast Fortifications (37 & 38/lst) holdings are attached, their level
The defending player can return one ally to his hand after each bonuses add to the Champion after Damara doubles them.
round of battle. This realm is valuable enough to be worth protecting with the
Geneva Conclave (Promo 2) holding.
Anauroch
18/1st Narfell
Realm 24/1st
Forgotten Realms Realm
Special Realm Forgotten Realms
All attackers lose one level. Special Realm
Coast
Each champion and ally loses 1 level when attacking
Anauroch.
Dragonspear Castle
25/1st
Impiltur
Realm
19/1st Forgotten Realms
Realm Special Realm
1 All allies of a defending monster gain 2 levels.
Forgotten Realms
Special Realm
Daggerdale
Coast
All champions and allies who defend Impiltur gain 1 level. 26/1st
Realm
Forgotten Realms
Icewind Dale
Special Realm
20/1st Allies cannot be used when attacking this realm.
Realm
Forgotten Realms
Darkhold
Special Realm
Coast 27/1st
The attacking champion must discard one magical item chosen Realm
by the defender. Forgotten Realms
Special Realm
The attacking champion must discard a magical item, if he has All defenders of Darkhold gain 2 levels if Zhentil Keep is in play
one. The power does not necessarily have to be used at the anywhere.
start of battle. The defender may hold this power in reserve
and force the attacker to discard an item later in the battle. If Haunted Hall of Eveningstar
the attacking champion does not have a magical item at the 28/1st
start of battle, the defender may choose to discard an item Realm
played later in the battle. Forgotten Realms
Rare
The High Moor Coast
21/1st Draw one card and place it in your hand when this realm is
Realm played or rebuilt.
Forgotten Realms

Primeira Edição em Inglês - Página 55


This card was replaced with 421 in the 3rd edition. Fortifications
37/1st
Evermeet Holding
29/1st Forgotten Realms
Realm Uncommon
Forgotten Realms Each defender of the attached realm gains 2 levels.
Special Realm
Any champion can use wizard spells when defending Fortifications
Evermeet. Flyers cannot attack. 38/1st
Holding
The Trollmoors Forgotten Realms
30/1st Uncommon
Realm Each defender of the attached realm gains 3 levels.
Forgotten Realms
Special Realm Selune
39/1st
Berdusk Holding
31/1st Forgotten Realms
Holding Uncommon
Forgotten Realms Undead cannot attack the attached realm.
Uncommon
A wizard or cleric gains 3 levels when defending the attached Peasant Militia
realm. 40/1st
Holding
Tantras Forgotten Realms
32/1st Uncommon
Holding Each champion and ally attacking the attached realm loses 1
Forgotten Realms level.
Uncommon
No spells can be cast when attacking or defending Tantras. Alias the Sell-Sword
41/1st
Mulmaster Hero
33/1st Holding 6
Forgotten Realms Forgotten Realms
Uncommon Uncommon
Draw another card every time a spell card is played. Immune to offensive spells.

This is a very powerful card, and should be included in any King Azoun IV
deck that can use it (i.e. has realms from Forgotten Realms 42/1st
world). If a Disintegrate spell is used to destroy a realm with Hero
Mulmaster attached, the player may still draw a card. If the 7
card drawn is Dispel Magic (wizard spell), Dispel Magic (cleric Forgotten Realms
spell), Spell Turning, etc., he may play the card to save the Rare
realm. If a spell is dispelled, the player with Mulmaster still All allies of King Azoun IV gain 1 level.
draws a card for the original spell, and also for the Dispel
Magic.
Maligor the Red
43/1st
Hillsfar
Wizard
34/1st 3
Holding Forgotten Realms
Forgotten Realms Rare
Uncommon Once per battle Maligor can shift one opposing ally to his own
Any champion gains 3 levels when defending the attached side.
realm.
Elminster the Mage
Suzail
44/1st
35/1st Wizard
Holding 9
Forgotten Realms Forgotten Realms
Uncommon Uncommon
Any champion can cast wizard spells when defending the Immune to offensive spells.
attached realm. If attached to Cormyr all defenders also gain 4
levels.
Drizzt Do'Urden
45/1st
Arabel
Hero
36/1st 8
Holding Forgotten Realms
Forgotten Realms Common
Uncommon Elf (drow)
The attached realm can defend itself as a level 4 monster. If When defending Drizzt must be defeated twice in one battle
attached to Damara, the level is doubled to 8. before he is discarded.

Primeira Edição em Inglês - Página 56


Drizzt's special power makes him a very effective defender. The Harpers may cast any type of spell (wizard or cleric)
Because this power activates upon defeat in battle, the power except during battle, at which time the player must select only
is negated by the Ring of Reversion and Thought Eater. one type of spell to cast.

Midnight, Goddess of Magic Gnomes of Samek


46/1st 52/1st
Wizard Hero
7 4
Forgotten Realms Forgotten Realms
Rare Uncommon
If only one Midnight is in play, wizards cannot cast spells
without her permission. She also destroys all magical items Adventurers!
held by the opposing champion. 53/1st
Hero
Wizards must ask Midnight's permission to cast spells, even 3
cleric spells. Once a wizard receives Midnight's permission, Forgotten Realms
that permission cannot be revoked until the start of the next Common
player's turn. Wizards may ask permission before playing a Can use cleric and wizard spells.
spell card. Only Wizards need to ask permission. Other
champions capable of casting wizard spells do not need
War Party
Midnight's permission. Midnight Copying Midnight's permission
power actually copies the text as it is written. So, by copying 54/1st
her power Drawmij merely duplicates the command that Ally
wizards must ask the original Midnight for permission to cast 4
spells. The copying is therefore redundant. Common
Orc
Torg Mac Cei, the Ironlord
Crime Lord
47/1st
Hero 55/1st
6 Hero
Forgotten Realms 7
Uncommon Forgotten Realms
Dwarf Uncommon
Torg's level is doubled when defending or attacking the Great Harmful
Rift. The Crime Lord can also be played as an event to destroy one
holding. The destroyed holding and the Crime Lord are
discarded.
The Pereghost
48/1st When played as an event, Crime Lord is considered a harmful
Monster event.
7
Forgotten Realms
Adventurers
Rare
Flyer 56/1st
All the pereghost's allies gain 2 levels. Hero
4
Forgotten Realms
Bruenor Battlehammer
Common
49/1st All allies of these adventurers gain 1 level.
Hero
5
The Jotunslayers
Forgotten Realms
Rare 57/1st
Dwarf Hero
Bruenor gains 2 levels when fighting a monster. 4
This card was replaced with 422 in the 3rd edition. Forgotten Realms
Common
Dwarf
Marco Volo
The Jotunslayers are level 8 if the opposing champion is a
50/1st monster.
Hero
3
Armies of Bloodstone
Forgotten Realms
Uncommon 58/1st
At the start of the players turn, he can look at the top card of Ally
any draw pile and discard it if he wants. 4
Uncommon
The Harpers
The Iron Legion
51/1st
Hero 59/1st
6 Ally
Forgotten Realms 3
Common Common
The harpers can cast wizard and cleric spells, but the player
must choose one type (wizard of cleric) in each battle when Tergoz Tenhammer
this card is used. 60/1st
Hero

Primeira Edição em Inglês - Página 57


5 Cleric
Greyhawk 5
Common Forgotten Realms
Rare
Myrmidons Cleric of Mask
61/1st 70/1st
Ally 4 Cleric
Rare 4
When the Myrmidons are discarded, the player shuffles all Forgotten Realms
discards back into the draw deck. Rare
This card and attached magical items and artifact are kept face
After being used in battle, the Myrmidons are discarded like down, and revealed only in battle.
any other ally. The entire discard pile, including the
Myrmidons, is then shuffled back into the draw pile. Only the champion, attached magical items, and an attached
The Myrmidons' power is not triggered if the card is sent to artifact are kept face down. Any other attached cards remain
Limbo or the Abyss. face up. Faces down cards are revealed once an opposing
champion is selected.
The Magister
62/1st Drow Matron
Wizard 71/1st
4 Wizard 5
Forgotten Realms Forgotten Realms
Rare Uncommon
Elf (drow)
Karlott the Shaman The drow matron gains 3 levels when defending
63/1st Menzoberranzan.
Cleric
4 Dracolich
Forgotten Realms 72/1st
Uncommon Monster
6
King Halvor II Forgotten Realms
64/1st Rare
Hero Dragon
5 Can use wizard spells. Undead. Flyer.
Forgotten Realms
Uncommon Vasos Flameslayer
73/1st
Pteranadon Hero
65/1st 5
Ally Forgotten Realms
2 Rare
Common Dwarf
Flyer Vasos gains 3 levels when fighting monsters.
The pteranadon gains 3 levels when defending Chult.
Allisa of the Mist
Gorgosaurus 74/1st
66/1st Hero
Ally 5
3 Forgotten Realms
Rare Common
The Gorgosaurus gains 3 levels when defending Chult. Allisa gains 3 levels when fighting monsters.

Greater Feyr Grypht the Saurial


67/1st 75/1st
Monster Wizard
5 4
Forgotten Realms Forgotten Realms
Rare Uncommon
The first enemy ally played against the feyr in each battle is
discarded immediately. Worden Ironfist
76/1st
Cleric of Gond Hero
68/1st 5
Cleric Forgotten Realms
4 Rare
Forgotten Realms Dwarf
Rare Worden gains 3 levels when fighting monsters.

This card was replaced with 402 in the 2nd edition.


Amarill
Cleric of Torm 77/1st
69/1st Cleric

Primeira Edição em Inglês - Página 58


3 Intellect Devourer
Forgotten Realms 86/1st
Uncommon Ally
If Amarill is defeated, the player can pull one other champion 1
from his discards and return it to his hand. Uncommon
Immediately destroys an opposing champion of level 5 or less.
Joliet the Rash
78/1st Shandrill
Hero 87/1st
4 Hero
Forgotten Realms 3
Common Forgotten Realms
Once in play, must attack on the player's turn, every turn, or be Common
discarded. Immune to offensive spells.

Dwarf of Earthfast Triceratops


79/1st 88/1st
Hero Ally
2 3
Forgotten Realms Rare
Common Triceratops gains 6 levels when defending Chult.
Gains 4 levels if the opposing champion is a monster.
This card was replaced with 423 in the 3rd edition.
The Black Courser
80/1st Cleric of Malar
Monster 89/1st
4 Cleric
Forgotten Realms 4
Rare Forgotten Realms
The Black Courser's level is 8 when fighting dragons or Common
undead. This cleric gains 2 levels when attacking realms from outside
the Forgotten Realms.
Hornhead Saurial
81/1st Airship
Ally 90/1st
3 Event
Common Uncommon
Harmful
Dagrande Destroys any two allies, chosen by this card's player.
82/1st
Hero Airship's power to destroy two allies need not be used all at
4 once. It can destroy one ally, and then later in the same round
Forgotten Realms of battle, destroy a second ally. Airship can be used as a
Uncommon counter-effect card against allies. For example, if Loup-Garou
Dwarf is played, Airship can be immediately played to discard the
Loup-Garou without having to play a magical item. Because
Mind Flayer Airship is an event, it may be played at any time. This includes
83/1st players not involved in the current combat.
Ally
3 Bad Omens
Rare 91/1st
When played, the mind flayer can immediately shift one Event
opposing ally to its own side for that round of battle. The ally Common
loses 1 level. Harmful
All allies and champions lose one level until the player's next
Noble Djinni turn.
84/1st
Ally Fortunate Omens
4 92/1st
Rare Event
The opponent cannot play flyers this round and all opposing Common
flyers already in the battle are discarded. Helpful
All allies gain 3 levels until the player's next turn.
Hubadai
85/1st This is not a particularly powerful card, since all allies, not just
Hero the player’s allies, are increased 3 levels.
4
Forgotten Realms Rod of Shapechange
Rare 93/1st
Flyer. Artifact
Forgotten Realms
This card was replaced with 405 in the 2nd edition. Uncommon

Primeira Edição em Inglês - Página 59


Select any champion from the discard pile and use it in battle palavra destruir, expressa nessas cartas, cumpre o requisito
in place of this champion. After winning the battle, this de arrasar quando for necessário.
champion and artifact return to the pool: the substitute is
discarded. Cúpula BSW 2016: o termo destroy/destruir NÃO deve
continuar sendo entendido como sinônimo de arrasar, mas sim
The Rod of Shape Change conveys all the powers of the de DESCARTAR, de forma que as cartas acima (e outras que
imitated champion, including powers that are invoked after contenham o referido verbo) passem a afetar reinos
battle, such as Iuz the Evil's ability to raze a realm. The arrasados.
champion from the discard pile may not use any items
attached to the champion with the Rod. Good Fortune
If the substitute champion is defeated, the champion with the 100/1st
Rod is discarded. If the champion with the Rod is discarded, Event
powers invoked after battle may not be used, since the Uncommon
champion with the Rod never participated in the battle. Helpful
The player of this card draws five cards immediately.
Dwarven Hammer
94/1st Surprise Raid
Magical Item 101/1st
3 Event
Rare Common
Weapon Helpful
The player's champion and allies are doubled in level for one
Staff of Striking round of battle.
95/1st
Magical Item The champion's modified level at the time the event is played
3 is doubled. Cards that modify the champion’s level (e.g.
Rare artifacts, magical items, spells, etc.) that are played
Weapon subsequent to the event are not doubled. Allies are doubled
The bonus becomes +5 if attached to a cleric. regardless of when played.

Horrors of the Abyss Banner of the One-Eyed God


96/1st 102/1st
Wizard Spell Magical Item
5 1
Uncommon Common
All of this champion's allies gain 1 level.
Flameblade
97/1st Viperhand
Magical Item 103/1st
2 Magical Item
Rare Uncommon
Sword Any champion with the Viperhand can cast wizard spells.

This card was replaced with 408 in the 2nd edition. Orb of Doom
104/1st
Figurine of Wondrous Power Magical Item
98/1st 2
Magical Item Common
3
Common Staff of Conjuring
105/1st
Cataclysm! Magical Item
99/1st 5
Event Common
Uncommon
Harmful Spell of Formless Horror
Destroys one realm of the player's choice; that realm is 106/1st
discarded. Wizard Spell
3
A "must have" card for all decks. This is a very powerful event, Uncommon
since it forces an opponent's realm to be discarded. If a Cast on opposing champion to reduce its level by 3. Spell
player's last realm is discarded, he must discard his pool at the remains until dispelled
end of the current turn. Immediately playing Menzoberranzan .
or Caer Allison will prevent loss of the pool.
Safe Harbor!
If Cataclysm! is played by the attacking player during a battle
(known as Ward's Cataclysm!), the battle is over and the 107/1st
attacker is entitled to Spoils of Victory. Each champion returns Event
to its pool. Rare
Helpful
Cúpula BSW 2008: não pode afetar reinos destruídos Every player can immediately rebuild one razed realm.
(virados). Seu efeito somente funciona em reinos
inteiros/construídos (unrazed). Para efeito de "destruir", Labor of Legend
compreendemos que o termo "destroy" ou "destroyed" 108/1st
(destruir, destruído) equivale a "raze" (arrazar), portanto, a Event

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Common Special Realm
Helpful Coast
One razed realm is rebuilt by a champion from the pool: the
champion is discarded. The Wolf Nomads
118/1st
Any champion in the pool can be discarded, including a Realm
Trapped! champion. Greyhawk
Special Realm
Wand of Light Coast
109/1st
Magical Item Sterich
3 119/1st
Uncommon Realm
Elf Galleon Greyhawk
110/1st Special Realm
Ally Any monster defending Sterich gains 5 levels.
3
Rare Nyrond
120/1st
The Free City of Greyhawk Realm
111/1st Greyhawk
Realm Special Realm
Greyhawk
Rare Veluna
Coast 121/1st
Any champion defending Greyhawk can cast cleric and wizard Realm
spells. Greyhawk
Special Realm
The Lands of Iuz Any champion defending Veluna can use cleric spells.
112/1st
Realm Furyondy
Greyhawk 122/1st
Uncommon Realm
Coast Greyhawk
Any champion defending the Lands of Iuz can cast wizard Special Realm
spells. All defenders gain 3 levels if anyone has Iuz in play. Coast

The Pomarj The Great Kingdom


113/1st 123/1st
Realm Realm
Greyhawk Greyhawk
Special Realm Rare
Coast No undead can attack the Great Kingdom. The player's
A monster defending the Pomarj gains 3 levels. maximum hand increases by two.

Hold of the Sea Princes Temple of Elemental Evil


114/1st 124/1st
Realm Realm
1 Greyhawk
Greyhawk Uncommon
Special Realm Draw three cards immediately when the temple is played.
Coast
The realm can defend itself as a level 1 champion.
Greyhawk Ruins
125/1st
The Yeomanry
Realm
115/1st Greyhawk
Realm Uncommon
Greyhawk All Greyhawk champions of this player gain 2 levels.
Special Realm
Perrenland
Blackmoor
126/1st
116/1st Realm
Realm Greyhawk
Greyhawk Special Realm
Uncommon Coast
Coast
All magical items and artifacts defending Blackmoor gain 2
Keoland
levels.
127/1st
Realm
The Horned Society
Greyhawk
117/1st Special Realm
Realm
Greyhawk

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Celene Any defending hero gains 4 levels.
128/1st
Realm Principality of Ulek
Greyhawk 137/1st
Special Realm Realm
Greyhawk
The Bright Desert Common
129/1st Coast
Realm
Greyhawk County of Sunndi
Special Realm 138/1st
Coast Realm
Cannot be attacked by heroes. Greyhawk
Common
Theocracy of the Pale
130/1st Duchy of Tenh
Realm 139/1st
Greyhawk Realm
Special Realm Greyhawk
Common
The Bone March
131/1st Burneal Forest
Realm 140/1st
Greyhawk Realm
Special Realm Greyhawk
Coast Common
Heroes cannot be played in defense of this realm. Any champion and allies who attack Burneal Forest lose 2
levels.
The Duchy of Urnst
132/1st Castle Hart
Realm 141/1st
Greyhawk Holding
Special Realm Greyhawk
Common
The Sea Barons Any champion and allies defending Castle Hart gain 2 levels.
133/1st
Realm Arms of the Horned Society
Greyhawk 142/1st
Special Realm Holding
Coast 5 Greyhawk
Any holding attached to the Great Kingdom also applies to this Rare
realm. The attached realm can defend itself as a level 5 hero.

Any holding affecting Great Kingdom also affects the Sea Arms of Iuz
Barons. This includes the Shield Lands if used to rebuild the 143/1st
Great Kingdom. Holding
Greyhawk
Bissel Rare
134/1st Any champion defending the attached realm can cast cleric
Realm spells.
Greyhawk
Common This card was replaced with 401 in the 2nd edition.
Any champion can use cleric spells while defending Bissel.
Arms of Greyhawk
The Scarlet Brotherhood 144/1st
135/1st Holding
Realm Greyhawk
Greyhawk Rare
Uncommon No Greyhawk realms with holdings of any player can be
Coast attacked by monsters or flyers.
Player can eliminate one champion from any pool at the start
of his turn. This realm is then razed. Arms of the Great Kingdom
145/1st
The Scarlet Brotherhood's power can be used by a player Holding
using the dungeon card Labyrinth of Castle Greyhawk, but the Greyhawk
player must still raze the Scarlet Brotherhood, voluntarily Rare
ignoring the power of the dungeon card. All undead allies of this player are doubled in level, whether
attacking or defending.
Irongate
136/1st Arms of Furyondy
Realm Greyhawk 146/1st
Special Realm Holding
Coast

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Greyhawk Skeletal Horde
Common 155/1st
The attached realm is unaffected by all harmful event cards. Monster
5
Arms of Nyrond Greyhawk
147/1st Common
Holding Greyhawk Undead.
Common
Monsters cannot attack the attached realm. Eye and Hand of Vecna
156/1st
Skull Keep Artifact
148/1st 5/2
Holding Greyhawk
4 Uncommon
Greyhawk The attached champion gains 5 levels when attacking, 2 when
Common defending.
Any champion defending the attached realm gains 4 levels.
For purposes of determining a champion's level while in the
Fortification pool, the Eye and Hand of Vecna adds 2 levels.
149/1st
Holding Orb of Dragonkind
Greyhawk 157/1st
Common Artifact 4
The attached realm and all its defenders are immune to Greyhawk
offensive wizard and cleric spells. Uncommon
This player's GREYHAWK realms and their defenders cannot
Siege! be attacked by dragons or monsters
150/1st
Event Baba Yaga's Hut
Uncommon 158/1st
Harmful Artifact
Razes the first realm of every player, regardless of special Greyhawk
powers. If a player's first realm is already razed, he ignores Uncommon
this event. The attached champion and its allies are all considered flyers.

Siege! functions on realms that are immune to events, due to Chariot of Lyrx
the wording "regardless of special powers." 159/1st
Artifact 3
War Banner Greyhawk
151/1st Rare
Magical Item The attached champion gains 3 levels and becomes a flyer; all
1 allies can also fly.
Common
Every champion and ally of this player gains 1 level. (Def) Cup of Al'Akbar
160/1st
Adding this magical item to a champion immediately adds 2 Artifact
levels, one for the magical item's level (icon) and one for its Greyhawk
special power (text). Uncommon
If the player discards three cards from his hand at the end of
Codex of the Infinite Planes his turn he can return any one card from the discard pile to his
152/1st Artifact hand.
Greyhawk
Common Rary the Traitor
All of this player's champions are immune to offensive magical 161/1st
items and spells. (Def) Wizard
4
Crystal of the Ebon Flame Greyhawk
153/1st Common
Magical Item Rary gains 3 levels when fighting a wizard and/or 3 levels
6 when defending a realm with an attached holding.
Uncommon
The champion who holds this crystal must attack on his turn or Mordenkainen
be discarded. (Off) 162/1st
Wizard
If the rules prohibit this champion from attacking, he is still 7
discarded. Greyhawk
Rare
Hordes of Castle Greyhawk
154/1st Tysiln San
Ally 163/1st
5 Wizard
Rare 5
Greyhawk

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Uncommon mesmo se o campeão defensor tenha um nível menor do que
Elf (drow) o de Iuz!

Otto Mutiny!
164/1st 168/1st
Wizard Event
6 Rare
Greyhawk Harmful
Rare No battles can be fought until the player's next turn. A battle in
Otto can cast both wizard and cleric spells. progress stops immediately with no victor; allies are discarded.
Mika the Wolf-Nomad
165/1st This event is useful if you are winning the game, or if you are
Wizard unable to defend yourself. If you are winning, play it
7 immediately after your turn. That wav no other player can
Greyhawk collect spoils of victory and perhaps play an extra realm. If you
Rare are vulnerable, save this card until someone allacks you, then
Mika gains 3 levels when the opponent uses allies against him. play il Lo end the battle. A Calm (400/106 or Delsenora (10/lst
Chase) played to cancel this event will allow a player to attack
or continue an attack.
Lolth, the Spider Queen
This card was replaced with 407 in the 2nd edition.
166/1st
Monster
Swordwraith
9
Greyhawk 169/1st
Rare Ally
Lolth can cast both wizard and cleric spells. If Lolth is 4
defeated, shuffle her back into the draw deck. Rare
Undead.
Iuz the Evil
Sysania
167/1st
Monster 170/1st
8 Cleric
Greyhawk 4
Uncommon Greyhawk Uncommon
Iuz can cast wizard spells. If defeated, Iuz forces one razed Flyer.
enemy realm to be discarded, or razes one realm.
Kiara
When defeated in battle, Iuz gets to raze any realm (player's 171/1st
choice) or discard any razed realm. Iuz can choose to affect a Hero
realm of a player not involved in the battle. Once Iuz enters 2
battle, his power can be triggered. Thus if an opponent plays Greyhawk
Treasure or Wish to remove Iuz before putting forth a Uncommon
defender, Iuz can still raze a realm. Because Iuz's power Elf
activates upon defeat in battle, the power is negated by the Kiara can destroy one magical item being used against her.
Ring of Reversion and Thought Eater. The affected item is discarded.
Iuz never gets spoils of victory when losing, even if he razes
the realm he was attacking. Hettman Tsurin
If Iuz is attacking a Greyhawk realm whose player is using the 172/1st
dungeon card Labyrinth of Castle Greyhawk, Iuz may choose Hero
to raze that realm, but no other Greyhawk realms of the player 2
with the Labyrinth. Greyhawk
Rare
Card Combo (from Spellfire Reference Guide Volume II): If If Hettman does not attack, at the end of his turn the player can
the Winged Boots is attached to Iuz, he can attack, lose the randomly draw one card from another player's hand and
round, use his special power to raze a realm or discard a razed discard it.
realm, and then return to the pool to attack again on the next
turn. Note, however, that this strategy will not work if Iuz's Cúpula BSW 2021: O poder deste campeão pode ser usado
opponent is a flyer. no primeiro turno do jogo, antes que o jogador adversário
tenha sequer jogado, pois a carta não faz qualquer menção ao
Card Combo (from Spellfire Reference Guide): Known as fato de o oponente ter ou não jogado um turno, condicionando
Butler's Blinking Iuz, when Iuz is losing a battle, he can cast o uso do poder ao fato de Hettman ter ou não entrado em
Blink, which causes the caster (Iuz) to lose the battle (and combate.
therefore raze a realm) but the caster returns to the pool. This
allows Iuz to use his power again in another battle.
Griffon
Similar to the above combo, the Ring of Regeneration can be
attached to Iuz. When Iuz is defeated, he razes a realm, but 173/1st
thanks to the Ring, he goes to Limbo instead of the discard Magical Item
pile. Iuz can then return to the pool to again enter battle, lose, 2
and raze another realm. This combo works only once, since Rare
the Ring of Regeneration is discarded at the first defeat. The attached champion becomes a flyer.

Card Combo (from Liga BSW Forum): O combo Iuz, o This card was replaced with 424 in the 3rd edition.
Maligno com Sabotador Suicida é válido, desde que o reino
arrasado não seja o reino que está sendo atacado. Desta Sea Zombie
forma Iuz arrasa não um, mas dois reinos de seu adversário, 174/1st

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Ally
4 Miles
Rare 183/1st
Undead. Ally
2
This card was replaced with 425 in the 3rd edition. Uncommon

Trystan
Mist Wolf
184/1st
175/1st Ally
Event 2
Rare Common
Harmful
No allies can be played until this player's next turn. Allies in
Thorvid
play are discarded immediately.
185/1st Hero
5
Tyrinon
Greyhawk
176/1st Rare
Hero Thorvid gains 3 levels when fighting monsters, undead, or
5 flyers.
Greyhawk
Uncommon
Fairy Madness
Flyer.
186/1st
Event
Quagmiela the Dragon
Rare
177/1st Fairy madness affects one champion (not currently in battle).
Monster That champion is turned face down and cannot be used until
5 after its next turn.
Greyhawk
Uncommon This card was replaced with 426 in the 3rd edition.
Flyer.
Nenioc
Seragrimm the Just
187/1st
178/1st Cleric
Hero 5
5 Greyhawk
Greyhawk Uncommon
Rare
Undead. Seragrimm can only defend, but never attack.
Young Gold Dragon
This card was replaced with 410 in the 2nd edition. 188/1st
Monster
4
Skulk
Greyhawk
179/1st Common
Ally Flyer. The Dragon can use wizard spell.
1
Rare
Arch-Druid
This player can now play allies face down; their value is not
revealed until both players pass and the winner is determined. 189/1st
Cleric
This card was replaced with 403 in the 2nd edition. 4
Greyhawk
Rare
Berserk Fury!
If only one arch-druid is in play, clerics cannot cast spells
180/1st without his permission.
Event
Rare
Hell Hound
All heroes gain 5 levels until the current player's next turn.
190/1st
Ally
Wolf Nomads
5
181/1st Uncommon
Hero All cards friendly to the hell hound are immune to fireball
4 spells.
Greyhawk
Common
Griffon
The nomads gain 2 levels if Mika is in the player's pool.
191/1st
Monster
Zadoc
4
182/1st Greyhawk
Ally Rare
2 Flyer.
Rare
This card was replaced with 412 in the 2nd edition.
This card was replaced with 406 in the 2nd edition.

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Giant Skeleton 201/1st
192/1st Event
Ally Common
3 Harmful
Rare All players must discard their hands and immediately draw five
Undead. Any magic sword or spear used by the opposing cards.
champion must be discarded immediately.
This card strikes all players equally, but there are ways to
Skeleton
skew the effects in your favor. If you can't play this event so it
193/1st hurts an opponent while helping you, it is no better than Good
Ally Fortune (100/ 1st) and possibly worse. Calm (400? 1st) is
1 effective against Transformation.
Common One use for Transformation is to save it for battle: Once you
Undead. have used your other cards attacking or defending, play this
event to replenish your hand. Ideally, play the card when your
Winged Horror opponent has more than five cards. This is more likely in a
194/1st multiplayer game, when you have depleted your hand
Monster defending against several attacks.
7 The card can also be used offensively If you have depleted
Greyhawk your hand, wail until your opponent draws cards to begin a turn
Uncommon (or has just played Good Fortune). Before he can play any of
Flyer the just-drawn cards, play Transformation! Transformation also
depletes a deck faster, possibly ending a game sooner.
Treants of the Grandwood
195/1st Enslaved!
Ally 202/1st
5 Event
Uncommon Uncommon
The treants and all cards in the player's force are immune to all Harmful
offensive wizard spells except fireball. All players must discard one champion from their pool.

Rangers of Hornwood Siege


196/1st 203/1st
Hero Event
4 Common
Greyhawk Harmful
Common All players must discard one realm from their front rank. The
next realm played must go into the front position.
Magical Barding
197/1st Players discard their frontmost realm, either razed or unrazed.
Magical Item
2 Bribery!
Rare 204/1st
(Def) Event
Rare
This card was replaced with 411 in the 2nd edition. Harmful
Play immediately after champions are selected. The bribed
Border Forts champion returns to the owner's pool and that player must
198/1st select another champion or lose the battle.
Holding
Forgotten Realms Charge!
Common 205/1st
Only flyers can attack the attached realm. Event
Uncommon
Card Combo: With Border Forts attached, Menzoberranzan Helpful
becomes almost impossible to attack. All of this player's champions gain 3 levels until the end of the
player's next turn.
Ren's Crystal Ball
199/1st Magic Sword
Artifact 206/1st
Greyhawk Magical Item
Common 2
At the beginning of his turn, the owner of Ren's crystal ball can Common
inspect the top three cards of any deck and discard one. +5 vs. undead. (Off)

Falcon Figurine Enlarge


200/1st 207/1st
Magical Item Wizard Spell
2 3
Uncommon Rare
(Off) Champion can attack flyers with an additional +3. (Def/4)

Transformation! This card was replaced with 427 in the 3rd edition.

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Ring of Shooting Stars Potion of Fire-Breathing
208/1st 215/1st
Magical Item Magical Item
4 6
Rare Rare
Hero can "lend" +1 to a champion in a combat where he is not Discard after one use. (Off)
involved. (Off)
This card was replaced with 429 in the 3rd edition.
The power of the Ring can be used in each round of battle.
This card was replaced with 428 in the 3rd edition. Arms of the Shield Lands
216/1st
Arms of Veluna Holding
209/1st Greyhawk
Holding Common
Greyhawk Attach this holding to a razed Greyhawk realm to rebuild it
Common instantly.
Resurrect one ally which just participated in successful Net of Entrapment
defense of the realm. Resurrected card returns to hand. 217/1st
Magical Item
Fast Talking! Uncommon
210/1st This champion's opponent cannot play allies. (Off)
Event
Uncommon The Net prohibits an opponent from playing allies. Any allies
Harmful played before the Net is played are discarded.
Everyone is convinced all artifacts and magical items in play
no longer work. All players discard all magical items and Johydee's Mask
artifacts. 218/1st
Artifact
Only magical items and artifacts in play are discarded. Greyhawk
Rare
Flight The wearer assumes the level or gains the special power (but
211/1st not both) of any champion in play.
Wizard Spell
Common A player using Johydee's Mask may choose each turn, during
Champion and all allies become flyers for this battle. (Def/4) phase 3, to imitate the power or level of any other champion in
play. The Mask imitates the power of a particular champion,
Shapechange but the holder of the Mask does not become that champion.
212/1st For example, if a player uses the Mask to imitate the power of
Wizard Spell Midnight there is still only one Midnight in play. The holder of
6 the Mask can destroy magical items, but cannot stop wizards
Rare from casting spells.
(Def/4) If the champion being imitated is discarded, the champion with
Joydee's Mask continues to assume that champion's powers
until phase 3 of the player's next turn. At that time a champion
Barbarian Raiders!
currently in play must be selected to be imitated.
213/1st If the Mask is discarded but then brought back into play, a new
Event champion must be selected to be imitated.
Rare
Harmful This card was replaced with 413 in the 2nd edition.
All players must discard one realm, from their hand or from the
table.
Helm of Teleportation
As with Siege (203/lst), this is an event that is as likely to hurt 219/1st
you as it is to hurt na opponent. If you play with a lot of realms, Magical Item
or if you happen to have a Calm (400/lst), feel free to play the Rare
Barbarian Raiders! event. Don't play this card unless you have One other champion (belonging to the same player) can join
a realm in your hand that you don't mind losing, a realm on the this champion as an ally. That champion returns to the pool
table that you want to get rid of, or a Calm or other card to after this round, but cannot be used again this battle.
prevent Barbarian Raiders from affecting you. Of course, it's
ideal to play this event when you have no cards either in your This magical item allows a player to use a champion from his
hand or on the table. hand or pool to aid the champion with the Helm in a round of
As with Siege, you might have good luck with this card battle. The champion being used as an ally cannot have
very early in the game, when another player has only one previously participated as a champion in a round during this
realm down and you have none. While Siege is almost sure to battle. Similarly, it cannot participate as a champion in a later
be effective, Barbarian Raiders might only take a realm from round of the current battle. If the player is victorious, the
the other player's hand. champion used as an ally returns to the pool. If defeated, the
champion used as an ally is discarded.
When a champion is drawn into battle as an ally through use of
Treasure Fleet
the Helm, that champion retains all its powers and attached
214/1st cards. For example, if Colleen is brought into battle as an ally,
Event an opposing monster would be automatically defeated. These
Rare powers are not affected by an opponent's Ring of Reversion
Helpful since that card only affects opponent's champions (not allies).
All players draw three cards. Because the Champion drawn into battle is functioning as an
ally, it is susceptible to cards affecting allies, such as Airship

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and Brine Dragon. The Helm can only be used once in a This card would more properly have been worded "In order to
round, so if a champion/ally is destroyed, another champion be razed, Nibenay must be defeated twice in one battle". The
cannot be brought into battle in its place. defeats do not have to come in successive rounds. The
attacker does not receive spoils of victory until the realm is
This card was replaced with 415 in the 2nd edition. defeated twice and flipped over.
Rod of Dispel Magic Nibenay's power is combat - related. Razings from spells, such
220/1st as Creeping Doom, or champion powers, such as Iuz the Evil
Artifact are not affected by Nibenay's power.
Greyhawk
Uncommon Balic
A champion with this rod can cancel one magical spell when 227/1st
attacking or defending. Realm
4
Draj Dark Sun
221/1st Special Realm
Realm All attacking allies are halved (rounded up). Balic can defend
Dark Sun itself as a level 4 hero.
Special Realm
Nonflying attackers lose 2 levels.
The Mud Palace
Raam 228/1st
222/1st Holding
Realm Dark Sun
1 Uncommon
Dark Sun The Mud Palace increases hand size by two cards.
Special Realm
All defenders of this realm gain 1 level. North Ledopolus
229/1st
Urik Holding
223/1st Dark Sun
Realm Uncommon
4 One card can be drawn and played immediately in defense of
Dark Sun the attached realm.
Special Realm
Allies cannot be played to attack Urik. Urik can defend itself as When the realm to which North Ledopolus is attached is
a level 4 champion. attacked, the defender draws a card. He may play it
immediately or put it in his hand.
Urik defends itself as a hero, since no particular type of
champion is specified on the card. South Ledopolus
230/1st
Tyr Holding
224/1st Dark Sun
Realm Uncommon
5 The attached realm can use an ally as a champion. The ally is
Dark Sun still discarded after the battle.
Special Realm
Owner draws one extra card per turn. Tyr can defend itself as Any ally can be used as a champion to defend the realm with
a level 5 hero. South Ledopolus attached. The ally is considered a hero. The
ally retains any special powers.
The extra card is drawn during phase 1, so no extra card is
drawn on the turn in which Tyr is first played. Altaruk
231/1st
Cúpula BSW 2021: A carta extra deve ser comprada apenas Holding
no turno seguinte ao em que essas cartas forem jogadas. Dark Sun
Common
Gulg Any champion defending the attached realm can cast cleric
225/1st spells.
Realm
7 Salt View
Dark Sun 232/1st
Uncommon Holding
The first ally to attack Gulg itself each battle is destroyed. Gulg Dark Sun
can defend itself as a level 7 hero. Common
Monsters cannot attack the attached realm.
Nibenay
226/1st Ogo
Realm 233/1st
Dark Sun Holding
Uncommon Dark Sun
This card is not flipped face down unless Nibenay is razed Uncommon
twice in a row. Any champion and allies attacking the attached realm lose one
level for fear of Ogo's cannibal halflings.

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Makla The owner can draw one card and play it immediately when
234/1st the attached realm is attacked.
Holding
Dark Sun Any card drawn can be played, including a realm or a spell
Uncommon normally castable only in another phase.
Makla adds 1 level to all defenders of the attached realm.
Grak's Pool
Kalidnay 243/1st
235/1st Holding
Holding 5
Dark Sun Dark Sun
Common Common
Any monster defending the attached realm gains 4 levels. The oasis acts as a permanent +5 ally to any champion who
defends the attached realm.
Arkhold
Silver Spring
236/1st
Holding 244/1st
Dark Sun Holding
Common Dark Sun
Allows owner to draw one extra card per turn. Common
If the attached realm is razed, one other opponent's realm of
Cúpula BSW 2021: A carta extra deve ser comprada apenas the defender's choice is razed also.
no turno seguinte ao em que essas cartas forem jogadas. Card Combo (from Scavenger's Spellfire Corner ): If the Silver
Spring holding is attached to Ancient Kalidnay, razing Ancient
Kalidnay to gain another turn also razes another realm.
Salt View
237/1st
Bitter Well
Holding
2 245/1st
Dark Sun Holding
Common Dark Sun
Defending champion gains 2 levels Common
This oasis destroys any flyers that attack the attached realm.
Waverly
Black Waters
238/1st
Holding 246/1st
Dark Sun Holding
Rare Dark Sun
The attached realm cannot be attacked by flyers and spells Common
cannot be used against its defenders. No were-creature or monsters can attack any realm held by
this player.
This card was replaced with 404 in the 2nd edition.
Fort Melidor
Bodach 247/1st
239/1st Holding
Holding Dark Sun
Dark Sun Common
Rare Allies defending every Dark Sun realm held by this player gain
A champion attacking the attached realm can have only one 1 level.
ally.
Dungeon of Gulg
This card was replaced with 414 in the 2nd edition. 248/1st
Holding
Giustenal Dark Sun
240/1st Common
Holding Any champion and allies attacking the attached realm lose 1
Dark Sun level.
Uncommon
A champion attacking the attached realm cannot play more Ziggurat
than three allies per round. 249/1st
Holding
Yaramuke Dark Sun
241/1st Uncommon
Holding The level bonus (number in icon) of any wizard spell cast in
Dark Sun defense of the attached realm is doubled.
Common
Poisoned water destroys one of the attackers allies as it is Temple
played (defender's choice). 250/1st
Holding
Lost Oasis Dark Sun
242/1st Common
Holding The attached realm can cast cleric spells.
Dark Sun
Common Mogadisho's Horde

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251/1st Dark Sun
Ally Rare
1 Flyer
Common
If this card is on the losing side of a battle, all holdings of the Sadira
opponent are discarded. 260/1st
Wizard
All holdings in play are discarded, not holdings in the 4
opponent's hand. Dark Sun
Common
Assassins
252/1st
Ally Agis
2 261/1st
Uncommon Hero
Halfling 5
If this card is on the losing side of the battle, it destroys one Dark Sun
champion anywhere in play chosen by the losing player. Uncommon
When attacking, can psionically destroy one monster in the
One of the best of the "avenging allies" cards that exact defender's pool before battle begins.
vengeance after a loss in battle. This card allows the player to
choose one champion to be destroyed. Note that the champion Agis' power is considered an offensive psionic power. Agis can
is destroyed, not defeated in battle. Therefore special powers use his power as soon as a defending champion is chosen. If
such as those of Iuz the Evil, Strahd Von Zarovich, and Drizzt an opponent chooses not to defend the realm being attacked,
Do'Urden are not triggered. Agis cannot use his power.
The power of the Assassins is triggered when the battle is
over, and the player has lost.
Anavias
262/1st
Halfling Mercenaries
Hero
253/1st 2
Ally Dark Sun
1 Rare
Common When attacking, psionically negates the power of all enemy
holdings for the duration of battle.
War Band
254/1st Anavias negates the power of holdings for the entire battle, not
Ally just the round in which she participates.
3 Anavias' power is considered a defensive psionic power.
Common
orc Vaerhirmana
263/1st
Kank Lancers Wizard
255/1st 4
Ally Dark Sun
6 Rare
Uncommon Half-elf

Nomad Mercenaries Herminard


256/1st 264/1st
Ally Hero
2 4
Common Dark Sun
Dwarf Common

Gladiators T'kkyl
257/1st 265/1st
Ally Hero
9 3
Uncommon Dark Sun
Common
Rikus
258/1st Azhul
Hero 266/1st
6 Hero
Dark Sun 4
Uncommon Dark Sun
Rikus can attack twice; if he wins his first round, he can attack Uncommon
again with new allies.
Chividal
Neeva 267/1st
259/1st Hero
Hero 2
7 Dark Sun

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Rare All champions killed in the last battle are restored to the
Halfling players' pools. Play only after a battle is completely resolved.
Chividal can psionically destroy one opposing ally at any point
during the round. Only the champions are restored to the pool. Allies, spells, and
any attached items are discarded.
This card was replaced with 416 in the 2nd edition.
Sky Singers
Bagual 278/1st
268/1st Event
Cleric Common
2 Harmful
Dark Sun Destroys all magical items in play.
Common
Silt Stalkers
Rowan 279/1st
269/1st Ally
Ally 3
1 Common
Uncommon Elf
Elf
Night Runners
Shayira 280/1st
270/1st Ally
Cleric 2
3 Uncommon
Dark Sun Elf
Common
So-ut
Ashathra 281/1st
271/1st Ally
Ally 3
2 Rare
Common This card was replaced with 430 in the 3rd edition.

Stug Cistern Fiend


272/1st 282/1st
Ally Monster
2 Common 2
Dark Sun
Ka'Cha Common
273/1st Enemy allies cannot be used against this fiend.
Ally
3 Sloth
Uncommon 283/1st
Ally
Galek 1
274/1st Common
Ally
2 Mul Savage
Common 284/1st
Half-elf Monster
6
Wind Dancers Dark Sun
275/1st Rare
Event
Uncommon Inhuman
Harmful 285/1st
All flyers in play are destroyed immediately. Ally
2
Water Hunters Uncommon
276/1st
Event Pyreen
Common 286/1st
Harmful Ally
All undead in play are destroyed immediately. 3
Rare
This card was replaced with 431 in the 3rd edition.
Silver Hands
277/1st Cha'thrang
Event 287/1st
Uncommon Ally
1

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Uncommon

Spirit of the Land Foucault


288/1st 297/1st
Event Ally
Rare 3
Prevents one Dark Sun realm or holding from being razed or Uncommon
discarded or restores one razed realm from any world. An
attacker gets no spoils of victory and the battle is over. Stef'fa Naf'ski
298/1st
The attacker does not receive spoils if attacking a Dark Sun Monster
realm, on which Spirit of the Land is played to avoid the razing. 5
Spirit of the Land can be played on any other realm to rebuild Dark Sun
it, but the attacker would receive spoils. Rare
Spirit of the Land can also prevent a Dark Sun realm from
going to the Abyss, such as with Estate Transference.
Captain Kazhal
Cúpula BSW 2021: Um jogador pode usar o evento Spirit of 299/1st
the Land para evitar que um reino de outro jogador seja Hero
arrasado ou descartado. Se o evento for usado para prevenir 9
que Ancient Kalidnay (92/AR) seja arrasado para dar um turno Dark Sun
extra ao seu dono, Ancient Kalidnay só poderá ser arrasado Rare
novamente no próximo turno daquele jogador. Destroys one magical item held by the opposing champion at
any time during the battle round.
Thri-kreen
Dlasva
289/1st
Ally 300/1st
3 Hero
Rare 3
Dark Sun
Uncommon
Wijon
Dlasva can psionically destroy one opposing ally during a
290/1st round of battle.
Ally
2
Tithian
Common
301/1st
Hero
Mikor
5
291/1st Dark Sun
Ally 3 Rare
Uncommon If Tithian attacks and wins a round of battle, the defending
realm is razed immediately.
Salicia
292/1st Tithian immediately razes the realm when he wins a round of
Ally battle. This power is triggered regardless of how he wins the
3 battle. For example, if Tithian is in battle with a monster, and
Rare Treasure is played, the monster is discarded and Tithian wins
the round and the realm is razed. If Pit Trap! is played on
This card was replaced with 432 in the 3rd edition. Tithian, he loses the ability to raze a realm.
Card Combo (from Spellfire Reference Guide): Known as
Zurn Butler's Balderdash!, if the spell Thrice Hearty Cup of Balder
293/1st the Red is cast on Tithian in phase 3, he automatically wins the
Ally round and thus razes the realm being attacked.
1 Card Combo (from Desafio dos Corajosos 2016): Esta é uma
Uncommon versão melhorada do combo Butler's Balderdash, permitindo
que o jogador potencialmente possa arrasar um reino por
turno, ja que, ao vencer o combate automaticamente graças
Powell
ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado.
294/1st Jerome então retorna o feitiço no passo 5 para que o combo
Ally persista indefinidamente.
1
Common
Verrasi
302/1st
Barber
Ally
295/1st 2
Ally Uncommon
3
Rare
Defiler
This card was replaced with 433 in the 3rd edition.
303/1st
Wizard
Wachter
6
296/1st Dark Sun
Ally Common
2
Common

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If the Defiler casts one or more spells, one friendly realm is If used in battle, this event causes both sides to end the battle
razed or one friendly holding is shuffled back into the draw pile. with no winner. The spells, allies, and other cards are
discarded with the monsters. The battle is ended and another
Dragon King battle cannot be started. That attacker's combat options are
304/1st finished.
Monster
8 Shield of Destruction
Dark Sun 313/1st
Rare Magical Item
Can cast wizard spells. 1
Common
Borys (Def)
305/1st
Monster Shield of Annihilation
9 314/1st
Dark Sun Magical Item
Rare 2
Dragon Uncommon
Can cast wizard and cleric spells. (Def)

Preserver Shield of Devastation


306/1st 315/1st
Wizard Magical Item
6 2
Dark Sun Common
Common (Def)
Punisher
307/1st Shield of Wickedness
Ally 3 316/1st
Common Magical Item
Common
Gith One enemy ally, chosen by the shield's owner, is forced to
308/1st switch sides and fight for the shield's owner for one round of
Ally battle. (Off)
1
Uncommon If the Shield of Wickedness is used in combat to steal an ally,
and is then destroyed, the ally returns to its original owner.
Tiger
Shield of Gore
309/1st
Ally 317/1st
1 Magical Item
Common 3 Uncommon
(Off)
Orb of Power
The Heartwood Spear
310/1st
Magical Item 318/1st
Common Artifact
Offensive spells and magical items have no effect against the Dark Sun
champion with this orb. (Def) Common

The Orb of Power negates offensive spells and offensive Kills any opposing dragon or monster in the battle
magical items played against the champion with the Orb. automatically.
Spells and items are negated even if they were played before
the Orb was played, although their effects may continue. For The Caravan
example, a Lightning Bolt that was cast before the Orb of 319/1st
Power was brought into play would no longer count as +5, but Event
any magical item or ally it may have discarded does not return. Common
Play only between two players' turns. The player of this event
Rings of All Seeing can take a turn immediately. Afterward, play resumes where it
311/1st left off.
Magical Item
Uncommon Caravan cannot be played until every player has had their first
Allows the owning player, at the beginning of his turn, to look turn.
at one player's hand. (Def) The Caravan Caravan is played between two player's turns.
Multiple Caravans cannot be played in succession; as soon as
one is played you are no longer "between turns". Thus, all
Treasure
other Caravan's must be held in hand until the current Caravan
312/1st turn ends. Note that the active player (the one who just ended
Event his turn) gets priority to play his or her Caravan before other
Common players.
All monsters are bribed to desert; discard all monsters in battle
or in pools.
The Necklace
320/1st

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Magical Item Ally
Uncommon 1
Defensive Common
Allows the attached champion to cast wizard spells.
Tembo
Elemental Cleric 330/1st
321/1st Monster
Cleric 3
2 Dark Sun
Dark Sun Uncommon
Common The opponent cannot use allies for defense or offense.
The elemental is immune to offensive wizard spells.
Tembo's power prohibits opponents from using allies while in
Elven Archer combat with Tembo.
322/1st
Ally Fireball
3 331/1st
Rare Wizard Spell
Common
Destroys immediately all opposing allies of level 4 or less.
The Outcast (Off/4)
323/1st
Hero Lightning Bolt
5 332/1st
Dark Sun Wizard Spell
Rare 5
Can use cleric or wizard spells. Common
Immediately destroys one opposing ally of level 4 or less or
Thugs one magical item of caster's choice. (Off/4)
324/1st
Ally Paralyze
1 333/1st
Uncommon Wizard Spell
Common
Desert Warrior Cast on a champion before battle to prevent that card from
325/1st defending. Cast during a battle to eliminate one ally of the
Hero caster's choice. (Off/3/4)
2
Dark Sun Magic Missile
Rare 334/1st
The desert warrior's first ally each round is considered a +4, Wizard Spell 3
regardless of the ally's actual level. Common
(Off/4)
This card was replaced with 434 in the 3rd edition.
Wall of Fire
Desert Warrior 335/1st
326/1st Wizard Spell
Hero Common
3 Only flyers can attack across the wall. (Off/4)
Dark Sun
Rare Wall of Iron
The desert warrior's first ally each round is considered a +3, 336/1st
regardless of the ally's actual level. Wizard Spell
3
This card was replaced with 417 in the 2nd edition. Common
Only flyers can attack across the wall. Use on defense only.
Desert Warrior (Def/4)
327/1st
Hero Wall of Stone
4 Dark Sun 337/1st
Rare Wizard Spell
All allies played on the desert warrior gain an additional +1. 4
Common
This card was replaced with 435 in the 3rd edition. Only flyers can attack across the wall. Use on defense only.
(Def/4)
Marauder
328/1st Wall of Force
Ally 338/1st
3 Wizard Spell
Common 5 Common
Only flyers can attack across the wall. (Def/4)
Shaqat Beetles
329/1st

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Invisibility 6
339/1st Common
Wizard Spell (Off/4)
Rare
An invisible champion can bypass a defending hero (not a Fear
monster, wizard, or cleric) and destroy the realm. The 348/1st Wizard Spell
defending hero returns to the pool. Rare
Attach to any enemy champion in a pool; that card cannot
In the case of this card, "destroy" means raze a realm. The attack or defend until the fear is dispelled. (Off/3)
realm is not discarded. The battle is over and the attacker
takes spoils of victory. Cure Light Wounds
This card was replaced with 418 in the 2nd edition. 349/1st
Cleric Spell
Cone of Cold 1
340/1st Common
Wizard Spell (Def/4)
5
Common Cure Serious Wounds
(Off/4) 350/1st
Cleric Spell
Sleep 2
341/1st Common
Wizard Spell (Def/4)
Common
Eliminates up to three opposing allies of level 1 or 2 chosen by Sticks to Snakes
the caster. (Off/4) 351/1st
Cleric Spell
Shield 4
342/1st Common
Wizard Spell (Off/4)
2
Common Blade Barrier
(Def/4) 352/1st
Cleric Spell
Fly Rare
343/1st Destroys all opposing allies of level 5 or less. Cast only when
Wizard Spell defending. (Off/4)
Common One champion or ally becomes a flyer. (Def/4)
Bless
Crushing Fist 353/1st
344/1st Cleric Spell
Wizard Spell Common
4 The champion and each of its allies gain 1 level this round.
Rare (Def/4)
The crushing fist adds 4 levels or destroys one magical item, at
the choice of the caster. (Off/4) Sanctuary
354/1st
Anti-Magic Shell Cleric Spell
345/1st Rare
Wizard Spell The cleric who casts sanctuary loses this round of battle, but is
Rare not discarded; it returns to the pool instead. (Def/4)
Makes one champion immune to all offensive spells and
prevents him from casting any spells himself. (Def/4) Wind Walk
355/1st
This card was replaced with 419 in the 2nd edition. Cleric Spell
Rare
Dispel Magic The champion and all his allies this round are treated as flyers.
346/1st (Def/4)
Wizard Spell
Common Bark Skin
Cancels the effect of any spell. (Def/3/4) 356/1st
Cleric Spell
Dispel Magic cancels the effect of any spell, offensive or 2
defensive, including another Dispel Magic spell. The 3rd Common
edition rules make it clear that Dispel Magic, Spell Turning, Adds 2 levels to a single defender. (Def/4)
and Reflection may be cast at any time to dispel or turn a just-
cast spell. A player must have a champion in the pool or in
Charm
battle capable of casting the spell and must specify which
champion is casting the spell. 357/1st
Wizard Spell
Common
Improved Phantasmal Force
Opponent loses one ally of the caster's choice, chosen
347/1st immediately. (Off/4)
Wizard Spell

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Any one defeated champion can be selected from the player's
Dispel Magic discard pile and placed back in his hand. (Def/3/5)
358/1st
Cleric Spell Note that the wording on the card specifies a defeated
Common champion (i.e. a champion discarded through battle) can be
Cancels the effect of any spell. (Def/3/4) brought back to the hand with Raise Dead.

Dispel Magic cancels the effect of any spell, offensive or Flame Strike
defensive, including another Dispel Magic spell. The 3rd 367/1st
edition rules make it clear that Dispel Magic, Spell Turning, Cleric Spell
and Reflection may be cast at any time to dispel or turn a just- Uncommon
cast spell. A player must have a champion in the pool or in Destroys any number of opposing allies with levels totaling 6 or
battle capable of casting the spell and must specify which less, selected by the caster. Discard immediately. (Off/4)
champion is casting the spell.
Protection From Lightning
Darkness 368/1st
359/1st Cleric Spell
Cleric Spell Common
Common Lightning cannot harm the caster or his allies in this battle.
This battle ends immediately with no victor or loser; champions (Def/4)
return to their pools, allies to the players' hands, spells are
discarded. Darkness has no effect against monsters. (Def/4) This spell provides protection from any cards with lightning in
the name for the entire battle, not just the round in which the
Protection spell is cast. Cards affected are Lightning Bolt, Chain
360/1st Lightning, Call Lightning, and Lightning Glyph.
Cleric Spell
Common
The opponent cannot use undead in this battle round; any Silence
already played as allies are discarded. An undead champion 369/1st
loses the battle but returns to the pool. (Def/4) Cleric Spell
Uncommon
Chariot of Sustarre The opposing champion cannot cast any spells in this battle.
361/1st (Off/4)
Cleric Spell
Common Silence works for one round and the opposing champion can't
One champion or two allies can fly for one round of battle. cast spells for the rest of that round. If the opposing champion
(Def/4) becomes immune to magical spells for some reason (e.g. Orb
of Power) then the opposing champion can again cast spells in
that round. This spell only affects the champion in the battle.
Sunray
The opposing player could use another champion in its pool to
362/1st cast Dispel Magic or Spell Turning.
Cleric Spell
Rare
Invisibility to Undead
The sunray kills all undead in one player's pool. (Off/3)
370/1st
This card was replaced with 436 in the 3rd edition. Cleric Spell
Common
This champion ignores undead opponents.
Wall of Thorns
363/1st
Wall of Fog
Cleric Spell
2 371/1st
Common Wizard Spell
Cast only when defending. Only attackers of level3 or higher Common
can cross the wall. (Def/4) No attacks are allowed against any player until the caster's
next turn. (Off/3)
Wall of Fire
Forget
364/1st
Cleric Spell 372/1st
1 Wizard Spell
Uncommon Common
Cast only when defending. Only attackers of level 4 or higher One ally forgets to attack or defend this turn; discard the ally.
can cross the wall. (Off/4) (Off/4)

Holy Word Web


365/1st 373/1st
Cleric Spell Wizard Spell
Common Common
Destroys all undead allies on both sides of a battle instantly. Destroys any opposing allies of level 3 or less already in play.
(Off/4) (Off/4)

Raise Dead Blink


366/1st 374/1st
Cleric Spell Wizard Spell Common
Rare

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A champion who is about to lose a round of battle escapes to A wizard who casts this spell can fight again in the next round
the player's pool, but the battle is still lost. (Def/4) of battle, regardless of whether he won or lost the previous
round. (Def/4)
Hold Undead
375/1st This does not prevent a champion who loses from being
Wizard Spell discarded, just postpones the discarding for one round. During
Common that one round, the wizard who cast the spell can fight again. If
Opposing undead allies have no effect on the outcome of this an attacking wizard casts this spell, but loses the round, it is
battle. (Off/4) discarded immediately, since the battle is over.

Charm Monster Cloudkill


376/1st 384/1st
Wizard Spell Wizard Spell
Common Common
An opposing monster returns to its pool; the caster wins this Opposing allies of level 3 or less are discarded and no more
round of battle. (Off/4) can be played this round.

Wind of Disenchantment Feebleminded


377/1st 385/1st
Event Wizard Spell
Rare Common
An anti-magic storm sweeps across the cosmos, destroying all An opposing spellcaster cannot cast any spells for the rest of
magical items in play. this round.

Black Tentacles Magic Jar


378/1st 386/1st
Wizard Spell Wizard Spell
Uncommon Common
All champions of level 4 or less die, regardless of whether they If the defender is defeated, the current attacking champion
are in battle or in pools. (Off/3/4) becomes the defending champion in the next round of this
battle and then is discarded.
Fire Shield
If there is no further round of battle, the attacker is discarded
379/1st immediately.
Wizard Spell
5
Faithful Hound
Uncommon
(Off/4) 387/1st
Event
Common
Ice Storm
Only flyers can attack any realm until the player's next turn.
380/1st
Event
Passwall
Common
Destroys all champions and allies of level 4 or less in play 388/1st
anywhere. Wizard Spell
Common
Negates any wall spell.
Phantasmal Killer
381/1st
Rock to Mud
Wizard Spell
+? 389/1st
Rare Wizard Spell
The champion gains one level for each ally played against him. Common
(Off/4) Only flyers can attack this player's realms until the player's
next turn.
This card was replaced with 420 in the 2nd edition.
Chain Lightning
Solid Fog 390/1st
382/1st Wizard Spell
Event 5
Common Common
Unearthly fog prevents all attacks against all players until this
player's next turn. Death Fog
391/1st
This event prevents all attacks. If played during battle, the Wizard Spell
battle is ended. Champions return to their pools with no spoils Common
of victory. Spells and allies are discarded. Because this is a Kills all champions of level 5 or less in one player's pool and
harmful event, a player may play Calm or discard Delsenora prevents survivors from attacking until after that player's next
(10/1st Chase) and attack another player. turn.

Animate Dead Death Spell


383/1st 392/1st
Wizard Spell Wizard Spell
Common Common

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Kills any one champion or ally of the caster's choosing of level This spell allows the caster to use any player's largest undead
7 or less. (Off/3/4) ally in the current battle. The ally card may be in play or come
from a player's hand. The caster may not take an undead ally
Death Spell kills one champion or ally, chosen by the player, of from any deck.
level 7 or less. When determining level, all adjustments (such
as artifacts, magical items, spells, and events) are counted. Finger of Death
The opponent may not play additional cards after Death Spell 397/1st
in an attempt to raise the level of the target champion or ally Wizard Spell
above 7. Because the card states "any one champion or ally of Common
the caster's choosing," this spell can be used to destroy a Kills any one champion or ally of level 5 or less. (Off/3/4)
champion not involved in the current battle.
Finger of Death kills one champion or ally, chosen by the
Disintegrate player, of level 5 or less. When determining level, all
393/1st adjustments (such as artifacts, magical items, spells, and
Wizard Spell events) are counted. The opponent may not play additional
Rare cards after Finger of Death in an attempt to raise the level of
Destroys one realm, regardless of position. The destroyed the target champion or ally above 5. Because the card states
realm must be discarded. This player can make no attacks this "any" champion, this spell can be used to destroy a champion
turn. not involved in the current battle.

Disintegrate may be cast if drawn as Spoils of Victory,


assuming the player has a champion capable of casting the Spell Turning
spell, even if the player attacked on his turn. 398/1st
This card was replaced with 437 in the 3rd edition. Wizard Spell
Remember that once this spell is cast, the player cannot attack Common
any realm during his turn. If the optional Dispel Magic rules are Turn a just-cast spell back at its caster, as if the original target
being used, a Disintegrate that has been dispelled still had cast it. (Def/3/4)
prevents the casting player from attacking. A spellturned
Disintegrate has no effect against the caster. Spell Turning turns an offensive spell back against its caster.
Cúpula BSW 2008: não pode afetar reinos destruídos Spell Turning must be played immediately after the spell being
(virados). Seu efeito somente funciona em reinos turned, although events may be played between the original
inteiros/construídos (unrazed). Para efeito de "destruir", spell and Spell Turning. The 3rd edition rules make it clear that
compreendemos que o termo "destroy" ou "destroyed" Dispel Magic, Spell Turning, and Reflection may be cast at any
(destruir, destruído) equivale a "raze" (arrazar), portanto, a time to dispel or turn a just-cast spell. A player must have a
palavra destruir, expressa nessas cartas, cumpre o requisito champion in the pool or in battle capable of casting the spell
de arrasar quando for necessário. and must specify which champion is casting the spell.
Liga BSW (ROC2-2011): mesmo estando com Control Wind Cúpula BSW 2008: Caso utilizado em um feitiço que não
em seu poço, o jogador que usa o feitiço Desintegrar perde afete o lançador (campeão) a exemplo de Desintegrar, ao
seu passo 4. retornar para o lançador original não trará qualquer efeito e
simplesmente se dissipará.
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é
cancelada, o custo ou consequência do seu uso/lançamento
Ancient Curse
devem ser cumpridos. Com exceção quando a maneira de
utilização estiver especificada no texto ou regra da carta. 399/1st
Event
Cúpula BSW 2016: o termo destroy/destruir NÃO deve Rare
continuar sendo entendido como sinônimo de arrasar, mas sim Choose one champion with an attached artifact or magical item
de DESCARTAR, de forma que as cartas acima (e outras que to be killed immediately. Discard the champion and his
contenham o referido verbo) passem a afetar reinos possession.
arrasados.
Ancient Curse discards any champion with one or more
attached artifacts or magical items. Ancient Curse cannot be
Geas
used to discard a realm with an attached realm artifact, even if
394/1st that realm has a realm champion and is defending itself.
Wizard Spell
Common This card was replaced with 409 in the 2nd edition.
The affected champion can neither attack nor defend until after
the owner's next turn.
Calm
400/1st
Banishment
Event
395/1st Chase
Wizard Spell This magical calm undoes the harmful effect of an event, but
Common only for the player of this card.
Destroys one monster of the caster's choice.
Calm cancels the effect of a harmful event for the player of the
Control Undead Calm card. Calm does not eliminate the event. Calm has no
396/1st effect on helpful events.
Wizard Spell
Common Sakornia
The caster can ask any player for his largest undead ally card 1/1st Chase
and use it in this round of battle. The ally is discarded Hero
afterward. 6
AD&D
Rare

Primeira Edição em Inglês - Página 78


Sakornia gains 3 additional levels when using an artifact. Delsenora
10/1st Chase
Edormira, Red Dragon Cleric
2/1st Chase 7
Monster AD&D
7 Rare
AD&D Delsenora is also an oracle. She can cancel the effect of one
Rare event card for this player, but must be discarded afterward.
Flyer. No monster can defend against Edormira.
Delsenora functions just like Calm (400/1st), negating the
Gloriana effect of harmful events for the player. Delsenora can be
3/1st Chase discarded at any time, even in battle, to "calm" an event.
Wizard
6 Gib Evets
AD&D 11/1st Chase
Rare Monster
Gloriana can cause a gust of wind to blow all flyers out of the 8
battle; no flyers can be played against her. AD&D
Rare
Any flyers in battle with Gloriana are immediately discarded. If Dragon
Gloriana is attacking, flyers cannot defend. This creature is so magic-resistant that magical items and
Gib Ekim spells have no effect against it; only artifacts can hurt it.
4/1st Chase
Hero Dori the Barbarian
5/7 12/1st Chase
AD&D Hero
Rare 6
Gib can fight as either a wizard (5) or a hero (7); the player AD&D
must choose at the start of the round. Rare
Dori gains 2 levels when fighting a cleric or a wizard.
Neirgral, Green Dragon
5/1st Chase Gib Htimsen
Monster 13/1st Chase
7 Monster
AD&D 9
Rare AD&D
Flyer. Neirgral is so frightening that no allies of level 4 or less Rare
can be played on either side. This nether monstrosity is immune to all spells, events,
magical items, and artifacts.
Dagaronzie, Green Dragon Gib Htimsen is immune to opponents spells, events, magical
6/1st Chase items, and artifacts. He may use his own events, magical
Monster items, and artifacts.
8 Gib Htimsen is named for TSR staffer Bruce Nesmith.
AD&D
Rare Darbee
Flyer. Dagaronzie can instantly destroy any two allies played 14/1st Chase
against it in a round of battle. Hero
6
Fejyelsae AD&D
7/1st Chase Rare
Hero Darbee gains 4 levels when fighting a monster.
10
AD&D Aurum, Gold Dragon
Rare 15/1st Chase
If any allies are played with Fejyelsae, she drops to level 7. Monster
7
Dragon Rage! AD&D
8/1st Chase Rare
Event Flyer. Aurum gains 1 extra level per friendly ally (in addition to
Rare the ally's bonus).
All creatures fear the dragon rage! Every player must discard
one champion from his pool or hand. Halcyon
16/1st Chase
Shalbaal, Red Dragon Cleric
9/1st Chase 7
Monster AD&D
6 Rare
AD&D Every time Halcyon wins a round of battle, the player can
Rare return one card from the discard pile to his hand.
Flyer. Every time Shalbaal wins a round of battle, the player
randomly draws one card from the defeated player's hand and If Halcyon attacks, but no champion is put forth to defend, she
discards it. The player must laugh while doing this. is still considered to have won a round of battle, and may thus

Primeira Edição em Inglês - Página 79


retrieve a card from the discard pile. Assuming a realm was Monster
razed, the player would also get spoils of victory. 8
AD&D
Card Combo (from Spellfire Reference Guide Volume II): Rare
Halcyon can enter battle, cast Mindkiller on the opposing Flyer. If Smolder loses a round of battle, he destroys one of his
champion to win the battle, and then retrieve Mindkiller from owner's holdings for revenge.
the discard pile. If the Boots of Fharlaghn is attached, Halcyon
can continue attacking, repeating the cycle. Lovely Colleen
22/1st Chase
Stryck Hero
17/1st Chase 7
Monster AD&D
7 Rare
AD&D All monsters are awed by her beauty. Colleen wins the round
Rare automatically if the opposing champion is a monster.
Dragon
When Stryck attacks, she gets to pick her opponent from those Card Combo (from the Sussman Zone): If Bloodstone's
champions in the defender's pool. Spectral Steed is cast on Colleen, only monsters can enter
combat with her.
Alicia
18/1st Chase Card Combo (from the Sussman Zone): When Colleen is
Wizard defending a realm with the Pristine Tower attached, the
8 attacking champion is automatically defeated.
AD&D
Rare Ember, the Red Dragon
Alicia's protective spells give her complete immunity against 23/1st Chase
magical items; opponents' magical items have no effect. Monster
9
Alicia is the only champion immune to defensive magical items AD&D
as well as offensive magical items. The Spellfire Reference Rare
Guide incorrectly indicates Alicia has immunity to spells. Flyer. If Ember is defeated, the victor can draw two spoils of
Red Zeb victory cards (the dragon's hoard).
19/1st Chase
Monster Andra the Wise
9 24/1st Chase
AD&D Cleric
Rare 8
Dragon AD&D
No allies of level 3 or less can be played against the horrid Rare
Zeb. Andra carries an enchanted staff that prevents any undead
The Avatar allies from being played against her.
20/1st Chase
Event Karm, Black Dragon
Rare 25/1st Chase
The Avatar instantly destroys all undead champions and/or Monster
allies. 10
AD&D
Smolder, Red Dragon Rare
21/1st Chase Flyer. Karm can cast wizard spells but is excessively proud; no
allies can be played to aid him.

Primeira Edição em Inglês - Página 80


ESPECIAIS DA PRIMEIRA EDIÇÃO
Discovery of Spellfire The Living Scroll defeats a hero or cleric automatically. But it is
401/1st automatically defeated by a wizard or monster.
Event
Chase Ren's Bell of Death
The user can examine all other players' hands and discard one 409/1st
card from each. Artifact
3
This card was replaced with 438 in the 3rd edition. Forgotten Realms
Chase
Magical Champion Allies of level 4 or higher cannot be used against the champion
402/1st who carries Ren's Bell of Death.
Magical Item
Chase Labyrinth Map of Shuuc
Attach this item to an ally from your hand. The ally becomes a 410/1st
champion (hero) until discarded for any reason. Its level is Artifact
unchanged. (Def) 4
Forgotten Realms
While this magical item is only useful when attached to an ally, Chase
it may be attached to a champion. A champion with this map is never discarded; if defeated, he
escapes into the labyrinth and returns to the player's pool at
Traitor the end of the player's next turn.
403/1st
Event If a champion with the Labyrinth Map of Shuuc is defeated in
Chase battle it is put in Limbo. The champion then returns to the
One ally of this player's choice switches sides for the duration player's pool at the end of the player's next turn. If at that time
of this round. the champion cannot return to the pool for any reason (such as
the Rule of the Cosmos), the champion is discarded. This
This card was replaced with 439 in the 3rd edition. includes a Rule of the Cosmos conflict because another player
has played a Labyrinth Map of Shuuc.
Unlike most other circumstances in which a champion goes to
Chaos Shield
Limbo, a champion with the Map does not lose attached items.
404/1st Note that the champion must be defeated in battle. If a
Artifact champion is discarded for some other reason, it stays
1 discarded. For example, if the Labyrinth Map of Shuuc is
Forgotten Realms attached to Helm, and he is discarded to cancel an event, he is
Chase discarded.
A champion with this shield gains 1 level for every ally
currently opposing him.
Annulus
411/1st
Slave Realm of Tulek
Artifact
405/1st 3
Realm Dark Sun
Dark Sun Chase
Chase At the beginning of its owner's turn, this helm of telepathy
No cleric or wizard can attack this realm. (fashioned from a mummified illithid's head) allows the player
to examine an opponent's hand.
Phorbes's Scrolls
406/1st Scroll of 7 Leagues
Wizard Spell 412/1st
7 Magical Item
Chase 7
Besides adding 7 levels, the scrolls force the largest enemy Chase
ally played so far to be discarded. (Off/4) The possessor of this scroll (and allies) can attack any realm
without flying. (Def)
Mercenary Gold
407/1st The Scroll allows an attacker to "teleport" to any realm to
Ally attack regardless of movement restrictions. The Scroll does
8 not negate other restrictions, such as limitations on what type
Chase of champion can attack a realm. For example, a monster with
One opposing ally of level 1 or 2, chosen by this player, is the Scroll still cannot attack Bright Desert (can only be
discarded. attacked by heroes).

Living Scroll Map of Life


408/1st 413/1st
Monster Event
0 Chase
Forgotten Realms No player can play a realm or rebuild a realm until this player's
Chase next turn.

Especiais da Primeira Edição - Página 81


Map Of Life prevents any realm, including Menzoberranzan return to the pool to do it again next turn. Of course, this only
from being played. works if the opponent is not a flyer.

Card Combo (from WarIndx@aol.com): After playing Map of Ego Coin


Life, play Biding Your Time before your next turn. This forces 419/1st
your opponents to go two turns without playing a realm, then Magical Item
allows the player to take two turns once Map of Life is no Chase
longer in effect. An alternative is to play the Map, then play A champion with this coin can have any number of attached
Calm to allow the player to play realms, and cast Extension I to artifacts, and of any world.
prolong the effect of Map of Life.
Event Wheel can also be used to prolong the Map of Life.
Chest of Many Things
420/1st
Supernatural Chill
Magical Item
414/1st 5
Event Chase
Chase The champion with this chest can fly, and can function as a
Unnatural winter strips 2 levels from every champion and ally hero, wizard, cleric, or monster; the player chooses which type
until this player's next turn. Any card reduced to level 0 is of champion before each round
discarded immediately. .
The player chooses what type (hero, wizard, cleric, monster)
Card Combo (from Shadowlord's Spellfire Page): With the his champion will be during phase 3 of his turn. The champion
rule card Brandobaris's Inversion (All champions of base level retains that type until phase 3 of the next turn, at which time a
6 and above are reduced to level 2...) in play, play new type may be chosen.
Supernatural Chill. All champions with a base level of 6 and
above (before Brandobaris's Inversion is played) are Card Combo: Attach the Chest of Many Things to Joliet the
discarded. Rash and choose for Joliet to become a cleric. Then attach the
Boots of Fharlanghn. Now Joliet may make unlimited attacks
Map to Mercenary Army on an opponent's realm and draw a spoils after each victory.
415/1st
Ally Gelatinous Cube
8 421/1st
Chase Monster
Offensive wizard spells have their levels (if any) halved 0
(rounding up) when used against this ally. AD&D
Chase
Pit Trap! If the opposing champion loses in combat, his attachments are
416/1st transferred to the cube. It receives all bonuses from the items
Event while under its control. When the cube is defeated, the cards
Chase go to their owner's discard pile.
Traps a winning champion so a realm is not razed. The
champion is discarded as if he had lost the battle. Gatekeeper
422/1st
Pit Trap! is used when a realm is not defended to avoid razing Monster
the realm. Because Pit Trap! affects winning champions, 1
champions that have special powers triggered upon defeat, AD&D
such as Iuz the Evil and Erital Kaan-Ipzirel cannot use their Chase
powers. Undead
Because there is no defender, there are no Spoils of Victory Immune to events and offensive spells. Can be sent to the
when Pit Trap! is played. Abyss to send home all champions (champions return to the
If Pit Trap! is calmed or negated, the realm is razed. player's hand).
Pit Trap! cannot be used during an attack on a dungeon card.
The Gatekeeper can be discarded (sent to the Abyss) during
Mind Flayer Lord phase 3 and in return all of the player's champions in the
417/1st Abyss can be returned to the player's hand. The Gatekeeper
Monster must be in the pool at the time it is discarded.
8
Forgotten Realms Age of Entropy
Chase 423/1st
The illithid immediately destroys all opposing allies of level 3 or Rule
less. The illithid can only be joined by allies of at least level 4. AD&D
Chase
Aurak Draconian Lord At the end of each player's turn (after discarding down to
418/1st maximum hand size), that player must discard a card from his
Monster hand or pool, or raze a realm.
8
Dragonlance Orb of Green Dragonkind
Chase 424/1st
If the aurak is defeated, it also forces the champion who killed Artifact
it to be discarded. AD&D
Chase
Card Combo (from Scavenger's Spellfire Corner): If Winged Once per turn can duplicate the level and special powers of
Boots is attached to the Aurak Draconian Lord, the Lord can any dragon in play. The orb cannot be used again until the
lose the round, discard the opposing champion, and then player's next turn.

Especiais da Primeira Edição - Página 82


The dragon to be duplicated is selected in phase 3 of the Cúpula BSW 2008: Quando defletido o usuário de Deflection
player's turn. This choice and the duplicated powers remain in escolhe outro jogador a ser atacado e receber os efeitos do
effect until phase 3 of the player's next turn. evento maléfico. O usuário de Weasel que fará todas as ações
When as a part of the duplication of a dragon's power, the contra si mesmo, caso seja ele o escolhido. Quem utilizou o
champion with the Orb is considered a dragon. The champion Weasel pode realizar novos ataques ainda neste turno.
is affected by cards that target dragons, and the champion can Se copiado Weasel o jogador pode guardar a cópia somente
use spells and unarmed combat cards that can only be used até seu próximo turno e será obrigado a utilizá-lo.
by dragons.
The Barbarian's Decree
The Undead Htimsen 429/1st
425/1st Rule
Monster Greyhawk
3 Chase
AD&D The glory of combat demands that all players attack each turn
Chase (if possible). Any who do attack are rewarded by the gods:
Undead. Flyer. If played between 6 PM and 6 AM, his level Their champions may attack twice each round unless defeated
rises to 10. Spiritual kin to the Gib Htimsen, this vampire in combat or the realm is razed.
automatically defeats psionicists.
The Abyssal Vortex
Tapestry of the Stag 430/1st
426/1st Rule
Artifact Greyhawk
5 Chase
Greyhawk Wish and Limited Wish spells cannot be cast. All spells and
Chase allies played while this card is in effect are discarded into the
This player's champions are immune to the special powers Abyss.
(but not the level) of all Ravenloft champions and allies.
Prismal the Outrageous
Dori the Barbarian's Cape 431/1st
427/1st Wizard
Artifact 8
5 Forgotten Realms
AD&D Chase
Chase Can cast wizard and cleric spells and is immune to offensive
Champion cannot be discarded by harmful events, offensive magical items. Prismal and his allies can attack any Forgotten
spells, or psionic powers. Once per turn, he can cancel one Realms realm, regardless of position or powers, and he gains
helpful event played. He must attack every turn, if possible or two spoils of victory if he razes it.
be discarded.
Malatra, the Living Jungle
The Cape can cancel one helpful event each turn. For this 432/1st
purpose, turn is defined as running from phase 3 of the Realm
player's turn to phase 3 of the player's next turn. 6
The Cape also requires the champion to attack each turn, if Forgotten Realms
possible under the rules. This includes attacks on an Chase
opponent's dungeon card. If the player cannot attack an Malatra can defend itself as a level 6 monster. It cannot be
opponent's realm (because, for example, they are all razed), attacked by any champion or ally that is a swimmer. The level
he must attack an opponent's dungeon card or discard the of attacking champions and allies that are not flyers is halved.
champion with the cape. The Cape may be attached to
champions that can only defend, such as Ambassador
Mayor Charles Oliver O'Kane
Carrague (with the Ego Coin) and Lurker in the Deep.
If it is possible for the champion with the Cape to attack, but 433/1st
the player sends forward another champion, and the opponent Hero
does not defend and razes the realm, the champion with the 6
Cape must be discarded. Forgotten Realms
Chase
His allure and charm are beyond compare, and all female
Weasel Attack
heroes, wizards, and clerics who face him in battle return to
428/1st their pools, defeated. He gains 3 levels when defending a
Event Forgotten Realms realm
Chase .
When attacking, this player can choose an opponent's The Spellfire Reference Guide Volume II incorrectly states that
champion to take his champion's place in combat. That player O'Kane's base level is increased by 3 when defending a
must fight with his own cards. If he wins, the realm is Forgotten Realms realm. Because the card does not specify
automatically razed; both he and the even player draw spoils. base level, the bonus is to O'Kane's adjusted level.
If he loses, his champion is discarded and his foremost realm
is razed; the event player draws spoils. (Harmful)
Bengoukee the Witch Doctor
After a player puts forth a champion to attack, he may play 434/1st
Weasel Attack and substitute another player's champion for his Wizard
own. 7
The substitute champion does not need to meet movement Forgotten Realms
requirements of the realm being attacked. The original Chase
attacker, however, must have been able to reach the realm. Can cast wizard and cleric spells and is immune to all spells
cast in phase 3. Phase 4 spells cast by the witch doctor are a
twice the level bonus.

Especiais da Primeira Edição - Página 83


Big Chief Bagoomba Cúpula BSW 2013: Quando uma carta suporte, evento, etc é
435/1st cancelada, o custo ou consequência do seu uso/lançamento
Hero devem ser cumpridos. Com exceção quando a maneira de
5 utilização estiver especificada no texto ou regra da carta.
Forgotten Realms
Chase Cúpula BSW 2015: Quando refletida, porém dispersada pelo
Bagoomba is a figurehead of great charisma. When defending, jogador original, o campeão que lançou o feitiço não deve ir
the levels of his allies are doubled, and opposing allies of level para o Abismo, revogando o que foi decidido na Cúpula BSW
3 or less cannot be played. de 2008.

The Genie Bottle Starshine


436/1st 438/1st
Event Cleric
Chase 8
All spells in play are dispelled, including a just cast spell, and AD&D
all holdings and rule cards are removed from play. Can be Chase
Calmed by individual players but cannot be canceled. Starshine and her allies can attack any realm regardless of its
(Harmful) position or powers. If defeated, she can be placed beneath a
realm to duplicate the effects of any opposing holding in play.
The Genie Bottle event negates all spells in play. For example,
Disintegrate is cast, Reflection is played to counter the first The Starving Artist
spell, then Dispel Magic is played to counter the Reflection. If 439/1st
Genie Bottle is then played, all spells (Disintegrate, Reflection, Ally
Dispel Magic) are negated. (Counter-effect spells are 3
considered to be played simultaneously with the original spell.) Chase
The event cannot be negated. However, if a player plays Calm If on the losing side of a battle, no one gains a spoils of victory,
or discards Delsenora (10/1st Chase), his holdings and spells and one opponent (this player's choice) must discard his hand
are not discarded. Rule cards have no owner, so are still down to two.
discarded.
The reference to being on the losing side of a battle means
Estate Transference losing a round of battle.
437/1st
Wizard Spell The King of the Elves
Chase 440/1st
This spell places a realm and any attached holding in the Hero
Abyss. If spell-turned or reflected, the caster of this spell is 9
placed in the Abyss. This player can make no attacks this turn. AD&D
Limit one per deck. (Off/3) Chase
Automatically defeats any wizard played against him but is
If Re-target or The Last Sea is used to redirect the spell, the instantly defeated by an undead champion. If defeated in
new target, not the caster, is sent to the Abyss. battle, all wizards of base level 7 or higher are discarded from
The Spellfire Reference Guide Volume II indicates the player every player's pool.
casting Estate Transference loses his phase 4 and will
"automatically move on to phase 5." However, the caster is still If The King of the Elves attacks, and an undead wizard, such
in phase 3, and may play other cards as allowed in phase 3, as Gib Irod or Winslow the Lich, defends, both champions are
before moving on to phase 5. discarded. The battle may continue with another champion
brought forward.
Liga BSW (ROC2-2011): mesmo estando com Control Wind If The King of the Elves is defending against an undead
em seu poço, o jogador que usa o feitiço Estate Transference wizard, both champions are discarded, the player draws spoils,
perde seu passo 4. and the battle is over.
That's the Spellfire Oracle, Jim Butler, pictured on the card.

Especiais da Primeira Edição - Página 84


PRIMEIRA EDIÇÃO EM PORTUGUÊS
Waterdeep Calimshan
Portuguese Edition 1 of 400 Portuguese Edition 9 of 400
Realm Realm
Forgotten Realms Forgotten Realms
M M
Costa Costa
Qualquer campeão pode usar feitiço de mago ao defender
Waterdeep. Ilhas piratas
Portuguese Edition 10 of 400
Menzoberranzan Realm
Portuguese Edition 2 of 400 Forgotten Realms
Realm M
Forgotten Realms Costa
M Voadores não podem atacar este reino.
Pode ser colocado na mesa a qualquer momento. Imune a
voadores. Raven Bluff
Portuguese Edition 11 of 400
Zhentil Keep Realm
Portuguese Edition 3 of 400 Forgotten Realms
Realm M
5 Qualquer campeão pode usar feitiços de mago ao defender
Forgotten Realms Ravens Bluff. Costa
R
Costa O Grande Despenhadeiro
Zhentil Keep pode se defender como um clérigo de nível 5. Portuguese Edition 12 of 400
Realm
Shandowdale Forgotten Realms
Portuguese Edition 4 of 400 M
Realm Voadores não podem atacar este reino
Forgotten Realms
M Myth Drannor
Qualquer campeão pode lançar feitiço de mago e de clérigo Portuguese Edition 13 of 400
ao defender Shadowdale. Realm
Forgotten Realms
Cormyr UC
Portuguese Edition 5 of 400 Qualquer campeão pode usar feitiços de mago ao defender
Realm Drannor. Aumenta o número máximo de cartas do jogador em
Forgotten Realms 1 nivel.
M
Costa Vaasa
Portuguese Edition 14 of 400
Sembia Realm
Portuguese Edition 6 of 400 Forgotten Realms
Realm M
Forgotten Realms Costa
M
Costa Selvas de Chult
Portuguese Edition 15 of 400
Ilhas MoonShae Realm
Portuguese Edition 7 of 400 5
Realm Forgotten Realms
2 M
Forgotten Realms Costa
M As selvas de Chult podem defender a si mesma como um
Costa monstro de nível 5.
As Moonshae podem se defender a si mesmas como um
monstro de nível 2. Todos os aliados ganham 3 níveis ao A Floresta Alta
defender as Moonshae. Portuguese Edition 16 of 400
Realm
Thay Forgotten Realms
Portuguese Edition 8 of 400 M
Realm
Forgotten Realms Costa de Espada
M Portuguese Edition 17 of 400
Qualquer campeão pode usar feitiços de mago ao defender Realm
Thay. Forgotten Realms
M

Primeira Edição em Português - Página 85


O jogador defensor pode retornar um aliado à sua mão depois Darkhold
de cada round de batalha. Costa Portuguese Edition 27 of 400
Realm
Anauroch Forgotten Realms
Portuguese Edition 18 of 400 M
Realm Todos os defensores de Darkhold ganham 2 níveis se Zhentil
Forgotten Realms Keep estiver em jogo.
M
Todos os atacantes perdem um nível. Os Salões Assombrados de Eveningstar
Portuguese Edition 28 of 400
Impiltur Realm
Portuguese Edition 19 of 400 Forgotten Realms
Realm R
Forgotten Realms Costa
M Saque uma carta para sua mão quando este reino for jogado
Costa ou reconstruido.
Ao defender Impiltur, todos os campeões e aliados ganham 1
nível. Evermeet
Portuguese Edition 29 of 400
Icewind Dale Realm
Portuguese Edition 20 of 400 Forgotten Realms
Realm M
Forgotten Realms Qualquer campeão pode usar feitiços de mago ao defender
M Evermeet. Voadores não podem atacar.
Costa
O Campeão atacante deve descartar um item mágico Charco dos Trolls
escolhido pelo defensor. Portuguese Edition 30 of 400
Realm
Os Charcos Elevados Forgotten Realms
Portuguese Edition 21 of 400 M
Realm
Forgotten Realms Berdusk
M Portuguese Edition 31 of 400
Costa Holding
Qualquer monstro defensor ganha 4 níveis. Forgotten Realms
UC
Rashemen Um mago ou clérigo ganha 3 níveis ao defender o reino em
Portuguese Edition 22 of 400 anexo.
Realm
Forgotten Realms Tantras
M Portuguese Edition 32 of 400
Costa Holding
Forgotten Realms
Damara UC
Portuguese Edition 23 of 400 Nenhum feitiço pode ser usado para atacar ou defender
Realm Tantras.
Forgotten Realms
M Mulmaster
Dobra o nível de um campeão defensor do mundo de Portuguese Edition 33 of 400
FORGOTTEN REALMS. Holding
Forgotten Realms
Narfell UC
Portuguese Edition 24 of 400 Saque uma carta cada vez que uma carta de feitiço for jogada.
Realm
Forgotten Realms Hillsfar
M Portuguese Edition 34 of 400
Costa Holding
Forgotten Realms
Castelo Gragonspear UC
Realm Qualquer campeão ganha 3 níveis ao defender o reino em
Portuguese Edition 25 of 400 anexo.
Forgotten Realms
M Suzail
Todos os aliados de um monstro ganham 2 níveis. Portuguese Edition 35 of 400
Holding
Daggerdale Forgotten Realms
Portuguese Edition 26 of 400 UC
Realm Qualquer campeão pode lançar feitiço de mago ao defender o
Forgotten Realms reino unido. Se unido a Cormyr, todos os defensores ganham
M 4 níveis.
Aliados não podem der usados para atacar este reino.

Primeira Edição em Português - Página 86


Arabel Drizzt Do' Urder
Portuguese Edition 36 of 400 Portuguese Edition 45 of 400
Holding Hero
4 8
Forgotten Realms Forgotten Realms
UC C
O reino unido pode defender a si mesmo como um monstro de Ao defender Drizzt deve ser derrotado duas vezes em uma
nível 4. mesma batalha para ser descartado. Elfo.

Fortificações Deusa da Magia


Portuguese Edition 37 of 400 Portuguese Edition 46 of 400
Holding Wizard
Forgotten Realms 7
UC Forgotten Realms
Cada defensor do reino em anexo ganha 2 níveis. R
Se apenas uma Midnight estiver no jogo, magos não podem
Fortificações lançar feitiços sem sua permissão. Ela pode também destruir
Portuguese Edition 38 of 400 todos os itens mágicos unidos ao adversário.
Holding
Forgotten Realms Torg Mac Cei, o Senhor do Ferro
UC Portuguese Edition 47 of 400
Cada defensor do reino em anexo ganha 3 níveis. Hero
6
Selune Forgotten Realms
Portuguese Edition 39 of 400 UC
Holding Dwarf
Forgotten Realms O nível de Torg é dobrado quando defendendo ou atacando o
UC Grande Despenhadeiro.
Mortos-vivos não podem atacar o reino em anexo.
O Pereghost
Milícia Camponesa Portuguese Edition 48 of 400
Portuguese Edition 40 of 400 Monster
Holding 7
Forgotten Realms Forgotten Realms
UC R
Cada campeão e aliado atacando o reino em anexo perde 1 Todos o aliados de Pereghost ganham 2 níveis.
nível.
Bruenor, Martelo-de-Batalha
Alias, A Mercenária Portuguese Edition 49 of 400
Portuguese Edition 41 of 400 Hero
Hero 5
6 Forgotten Realms
Forgotten Realms R
UC Dwarf
Imune a feitiços ofensivos Bruenor ganha 2 níveis ao lutar contra um monstro.

Rei Azoun IV Marco Volo


Portuguese Edition 42 of 400 Portuguese Edition 50 of 400
Hero Hero
7 3
Forgotten Realms Forgotten Realms
R UC
Todos os aliados do Rei Azoun IV ganham 1 nível. No inicío do turno, o jogador pode olhar a carta no topo de
qualquer pilha de saque e, se quiser, descarta-la.
Maligor, O Vermelho
Os Harpistas
Portuguese Edition 43 of 400
Wizard Portuguese Edition 51 of 400
3 Hero 6
Forgotten Realms Forgotten Realms
R C
Em batalha pode trazer um aliado adversário para seu próprio Os Harpistas podem lançar feitiço de mago e de clérigo, mas o
lado. jogador deve escolher um tipo (mago ou clérigo) em cada
batalha em que essa carta for usada.
Elmister, o Mago
Gnomo de Samek
Portuguese Edition 44 of 400
Wizard Portuguese Edition 52 of 400
9 Hero
Forgotten Realms 4
UC Forgotten Realms
Imune a feitiços ofensivos. UC
Gnomo

Primeira Edição em Português - Página 87


Aventureiros! Quando os Guerreiros Sagrados são descartados, o jogador
Portuguese Edition 53 of 400 pode devolver todas as cartas descartadas (exeto eventos) de
Hero volta à sua pilha de saque, embaralhando bem.
3
Forgotten Realms O Arcano Supremo
C Portuguese Edition 62 of 400
Podem lançar feitiços de mago e de clérigo. Wizard
4
Grupo de Guerra Forgotten Realms
Portuguese Edition 54 of 400 R
Ally
+4 Karlott, o Shaman
AD&D Portuguese Edition 63 of 400
C Cleric
4
Senhor do Crime Forgotten Realms
Portuguese Edition 55 of 400 UC
Hero
7 Rei Halvor II
Forgotten Realms Portuguese Edition 64 of 400
UC Hero
Maléfico 5
O Senhor do Crime também pode ser jogado como um evento Forgotten Realms
e destruir uma fortaleza. A fortaleza destruida e o Senhor do UC
Crime são descartados.
Pteranodonte
Aventureiros Portuguese Edition 65 of 400
Portuguese Edition 56 of 400 Ally
Hero +2
4 AD&D
Forgotten Realms C
C O Pteranodonte ganha 3 níveis ao defender Chult.
Todos os aliados deste aventureiros ganha 1 nível.
Gorgossauro
Os Assassinos de Jotun Portuguese Edition 66 of 400
Portuguese Edition 57 of 400 Ally
Hero +4
4 AD&D
Forgotten Realms R
C O Gorgossauro ganha 3 niveis ao defender Chult.
Dwarf
Os Assassinos de Jotun são de nível 8 se o campeão Grande Feyr
adversário é um monstro. Portuguese Edition 67 of 400
Monster
Exercito de BooDStone 5
Portuguese Edition 58 of 400 Forgotten Realms
Ally R
+4 O primeiro adversário aliado jogado contra o Grande Feyr em
AD&D cada batalha será descartado imediatamente.
UC
Câmara Espiritual
A Legião de Ferro Portuguese Edition 68 of 400
Portuguese Edition 59 of 400 Magical Item
Ally AD&D
+3 R
AD&D Vocâ pode descartar o campeão que possui a Câmara
C Espiritual no lugar de qualquer outro dos seus campeões.

Tergoz Tenhammer Clérigo de Torm


Portuguese Edition 60 of 400 Portuguese Edition 69 of 400
Hero Cleric
5 5
Greyhawk Forgotten Realms
C R

Guerreiros Sagrados Clériga de Mask


Portuguese Edition 61 of 400 Portuguese Edition 70 of 400
Ally Cleric
+4 4
AD&D Forgotten Realms
R R
Esta carta e todas anexadas a ela permanecem com as faces
para baixo e são reveladas apenas em batalha.

Primeira Edição em Português - Página 88


Matriarca Drow Forgotten Realms
Portuguese Edition 71 of 400 C
Wizard Dwarf
5 Ganha 4 níveis ao enfrentar um monstro.
Forgotten Realms
UC O Andarilho Negro
Elf Portuguese Edition 80 of 400
A Matriarca Drow ganha 3 niveis ao defender Monster
Menzoberranzan. 4
Forgotten Realms
Dracolich R
Portuguese Edition 72 of 400 O nível do Andarilho negro é oito ao enfrentar dragões ou
Monster mortos-vivos.
6
Forgotten Realms Sáurio de ChiFRes
R Portuguese Edition 81 of 400
Pode usar feitiço de mago. Morto-vivo.Voador. Ally
+3
Vasos Flameslayer AD&D
Portuguese Edition 73 of 400 C
Hero
5 Dagrande
Forgotten Realms Portuguese Edition 82 of 400
R Hero
Dwarf 4
Vasos ganha 3 níveis ao lutar contra um monstro. Forgotten Realms
UC
Allisia da Névoa Dwarf
Portuguese Edition 74 of 400
Hero 5 Devorador de Mentes
Forgotten Realms Portuguese Edition 83 of 400
C Ally
Allisia ganha 3 níveis ao lutar contra um monstro. +3
AD&D
Grypht, o Sáurio R
Portuguese Edition 75 of 400 Quando em jogo, o Devorador de Mentes pode imediatamene
Wizard trazer um aliado para seu proprio lado durante um round da
4 batalha. O aliado perde 1 nível.
Forgotten Realms
UC Nobre Djinn
Portuguese Edition 84 of 400
Wonder Punho de Ferro Ally
Portuguese Edition 76 of 400 +4
Hero AD&D
5 R
Forgotten Realms O oponente não pode jogar voadores neste round, e todos os
R voadores na batalha são descartados.
Dwarf
Wonder ganha 3 níveis ao lutar contra um monstro. Antiga Sothligor
Portuguese Edition 85 of 400
Amarill Realm
Portuguese Edition 77 of 400 Dark Sun
Cleric R
3 Esta antiga cidade-estado perdida pode ser jogada durante o
Forgotten Realms turno de qualquer jogador, imediatamente depois que
UC qualquer reino de DARK SUN em jogo seja destruido.
Se Amarill for derrotado, o jogador pode puxar um outro
campeão de sua pilha de descarte e trazâ-lo de volta à sua Devorador de Intelecto
mão. Portuguese Edition 86 of 400
Ally
Joliet, o Audacioso +1
Portuguese Edition 78 of 400 AD&D
Hero UC
4 Destroi imediatamente um campeão de nível 5 ou menor.
Forgotten Realms Considerar apenas os bônus de itens mágicos e artefatos ao
C determinar o nível do adversário.
Uma vez em jogo, deve atacar no turno do jogador, todos os
turnos, ou ser descartado. Shandrill
Portuguese Edition 87 of 400
Anão de Earthfast Hero
Portuguese Edition 79 of 400 3
Hero Forgotten Realms
2 C

Primeira Edição em Português - Página 89


Imune a feitiços ofensivos. AD&D
UC
Triceratops (Ofe/4)
Portuguese Edition 88 of 400
Ally Convocação
+3 Portuguese Edition 97 of 400
AD&D Monster
R ?
O Triceratops ganha 6 níveis quando defendendo Chult. Forgotten Realms
R
Clérigo de Malar O jogador examina sua pilha de saque, de baixo para cima. O
Portuguese Edition 89 of 400 primeiro aliado que aparecer é convocado se esta carta for
Cleric usada outra vez.
4
Forgotten Realms Cúpula BSW 2016:
C O jogador deve examinar sua pilha de saque para saber qual
Este clérigo ganha 2 níveis ao atacar reinos que não sejam de aliado será convocado no momento em que o campeão for
FORGOTTEN REALMS. jogado, seja no passo 3 ou no passo 4.
Se ele for jogado no passo 3, o aliado é convocado sempre
que o campeão for escolhido como atacante ou defensor. Se
Barco Voador
ele for jogado no passo 4, o aliado passa a ser convocado a
Portuguese Edition 90 of 400 partir da próxima vez em que o campeão for escolhido como
Event atacante ou defensor.
AD&D O aliado convocado é sempre o mesmo, mesmo após a sua
UC primeira utilização.
Destrói dois aliados quaisquer, escolhidos pelo jogador desta Se o aliado convocado não estiver mais na pilha de saque, o
carta. Maléfico. poder do campeão pode trazê-lo para a batalha,
independentemente do local onde ele esteja.
Maus Presságios Após a sua convocação, o aliado é enviado à pilha de
Portuguese Edition 91 of 400 descartes.
Event O nível ajustado do campeão é o nível do aliado, desde que
AD&D ele é escolhido.
C
Todos os campeões e aliados perdem 1 nível até o próximo Estatueta do Poder Assombroso
turno do jogador. Maléfico. Portuguese Edition 98 of 400
Magical Item
Bons Presságios +3
Portuguese Edition 92 of 400 AD&D
Event C
AD&D (Ofe)
C
Todos os aliados ganham 3 níveis até o próximo turno do Cataclisma!
jogador. Benéfico. Portuguese Edition 99 of 400
Event
Bastão de Transformação AD&D
Portuguese Edition 93 of 400 UC
Artifact Destrói um reino á escolha do jogador, o reino é descartado.
Forgotten Realms Maléfico.
UC
Escolha qualquer campeão da pilha de descarte e use-o em Boa Sorte
batalha no lugar deste campeão. Depois de vencer a batalha, Portuguese Edition 100 of 400
este campeão e o artefato retornam à mesa; o substituto é Event
descartado. AD&D
UC
Marterlo dos Anões O jogador desta carta pode sacar 5 cartas imediatamente.
Portuguese Edition 94 of 400 Benéfico.
Magical Item
+3 Ataque Surpresa
AD&D Portuguese Edition 101 of 400
R Event
(Ofe) AD&D
C
Cajado de Ataque Este campeão e seus aliados dobram de nível durante um
Portuguese Edition 95 of 400 round de batalha. Benéfico.
Magical Item
+3 Estandarde do Deus Ciclope
AD&D Portuguese Edition 102 of 400
R Magical Item
Este item transforma-se em +5 quando anexado a um clérigo. +1
AD&D
Horrore d'O Abismo C
Portuguese Edition 96 of 400 Todos os aliados deste campeão ganham 1 nível.
Wizard Spell
+5

Primeira Edição em Português - Página 90


Mão da Vibora Qualquer campeão GREYHAWK defendendo pode lançar
Portuguese Edition 103 of 400 feitiço de mago e clérigo.
Magical Item
AD&D As Terras de Iuz
UC Portuguese Edition 112 of 400
Qualquer campeão com a mão da Vibora pode lançar feitiços Realm
de mago. (Def) Greyhawk
UC
Esfera do Poder Qualquer campeão defendendo as Terras de Iuz pode lançar
Portuguese Edition 104 of 400 feitiço de mago. Todos os defensores ganham 3 níveis se
Magical Item qualquer jogador tiver Iuz em jogo. Costa
+2
AD&D O Pomarj
C Portuguese Edition 113 of 400
(Ofe) Realm
Greyhawk
Cajado da Conjuração M
Portuguese Edition 105 of 400 Costa
Magical Item Um monstro defendendo o Pomarj ganha 3 níveis.
+5
AD&D Forte da Princesa do Mar
C Portuguese Edition 114 of 400
(Ofe) Realm
1
Feitiço do Horror Disforme Greyhawk
Portuguese Edition 106 of 400 M
Wizard Spell Costa
-3 Este reino pode defender a si mesmo como um campeão de
AD&D nível 1.
UC
Lançado contra um campeão adversário para reduzi-lo em 3 O Ycomanry
níveis. O feitiço permanece até ser dispersado. (Ofe/4) Portuguese Edition 115 of 400
Realm
Porto Seguro! Greyhawk
Portuguese Edition 107 of 400 M
Event
AD&D Charco Negro
R Portuguese Edition 116 of 400
Cada jogador pode recostruir um reino destruido. Benéfico. Realm
Greyhawk
Ato Heróico UC
Portuguese Edition 108 of 400 Costa
Event Todos os artefatos e itens mágicos defendendo o Charco
AD&D Negro ganham 2 níveis.
C
Um reino destruido pode ser reconstruido por um campeão da A Sociedade dos Chifres
mesa do jogador; o campeão é descartado. Benéfico. Portuguese Edition 117 of 400
Realm
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é Greyhawk
cancelada, o custo ou consequência do seu uso/lançamento M
devem ser cumpridos. Com exceção quando a maneira de Costa
utilização estiver especificada no texto ou regra da carta.
Os Nômades Lobos
Vareta da Luz Portuguese Edition 118 of 400
Portuguese Edition 109 of 400 Realm
Magical Item +3 Greyhawk
AD&D M
UC Costa
(Ofe)
Sterich
Galeão Elfo Portuguese Edition 119 of 400
Portuguese Edition 110 of 400 Realm
Ally Greyhawk
+3 M
AD&D Qualquer monstro defendendo Sterich ganha 5 níveis.
R
Nyrod
A Cidade Livre de Greyhawk Portuguese Edition 120 of 400
Portuguese Edition 111 of 400 Realm
Realm Greyhawk
Greyhawk M
R
Costa

Primeira Edição em Português - Página 91


Veluna A Fronteira do Osso
Portuguese Edition 121 of 400 Portuguese Edition 131 of 400
Realm Realm
Greyhawk Greyhawk
M M
Qualquer campeão defendendo Veluna pode lançar feitiços de Costa
clérigo. Heróis não podem ser usados em defesa deste reino.

Furyondy O Ducado de Urnst


Portuguese Edition 122 of 400 Portuguese Edition 132 of 400
Realm Realm
Greyhawk Greyhawk
M M
Costa
Os Barões do Mar
O Grande Reino Portuguese Edition 133 of 400
Portuguese Edition 123 of 400 Realm
Realm Greyhawk
Greyhawk M
R Costa
Mortos-vivos não podem atacar o Grande Reino. A mão Qualquer fortaleza unida a este reino se aplica também ao
máxima do jogador é aumentada em 2. Grande Reino.

Templo da Maldade Elemental Bissel


Portuguese Edition 124 of 400 Portuguese Edition 134 of 400
Realm Realm
Greyhawk Greyhawk
UC C
Saque 3 cartas imediatamente quando o Templo da Maldade Qualquer campeão pode usar feitiços de clérigo ao defender
for jogado. Bissel.

Ruínas de Greyhawk A Irmandade Escarlate


Portuguese Edition 125 of 400 Portuguese Edition 135 of 400
Realm Realm
Greyhawk Greyhawk
UC UC
Todos os campeões do mundo de GREYHAWK deste jogador Costa
ganham 2 níveis. Este jogador pode eliminar um campeão de qualquer mesa no
início de seu turno. Este reino é destruido.
Perrenland
Portuguese Edition 126 of 400 Portal de Ferro
Realm Portuguese Edition 136 of 400
Greyhawk Realm
M Greyhawk
Costa M
Costa
Keoland Qualquer herói defendendo o Portal de Ferro ganha 4 níveis.
Portuguese Edition 127 of 400
Realm Principado de Ulek
Greyhawk Portuguese Edition 137 of 400
M Realm
Greyhawk
Celene C
Portuguese Edition 128 of 400 Costa
Realm
Greyhawk Condado de Sunndi
M Portuguese Edition 138 of 400
Realm
O Deserto BRilhante Greyhawk
Portuguese Edition 129 of 400 C
Realm
Greyhawk Ducado de Tenh
M Portuguese Edition 139 of 400
Costa Realm
Não pode ser atacada por heróis. Greyhawk
C
Theocracia de Pala
Portuguese Edition 130 of 400 Floresta Burneal
Realm Portuguese Edition 140 of 400
Greyhawk Realm
M Greyhawk
C

Primeira Edição em Português - Página 92


Castelo Hart O reino em anexo e todos os seus defensores são imunes a
Portuguese Edition 141 of 400 feitiços ofensivos de mago e feitiços de clérigo.
Holding
Greyhawk Cerco!
C Portuguese Edition 150 of 400
Qualquer campeão e aliado defendendo o Castelo Hart ganha Event
2 níveis. AD&D
UC
Brasão da Sociedade do Chifre Destua o primeiro reino de qualquer jogador, independente de
Portuguese Edition 142 of 400 seus poderes especiais; se o primeiro reino já estiver
Holding destruído, ignore este evento. Maléfico.
5
Greyhawk Flâmula de Guerra
R Portuguese Edition 151 of 400
O reino em anexo pode defender a si mesmo como um herói Magical Item
de nível 5. +1
AD&D
C
Cada campeão e aliado deste jogador ganha 1 nível. (Def)
Traças de Livros
Portuguese Edition 143 of 400 Codex dos Planos Infinitos
Event Portuguese Edition 152 of 400
AD&D Artifact
R Greyhawk
Deve ser jogado contra um jogador que, então, não poderá C
jogar qualquer carta de feitiço até o final de seu próximo turno. Todos campeões deste jogador são imunes a itens mágicos
Maléfico. ofensivos e feitiços afensivos.

Brasão de Greyhawk Cristal do ébano Flamejante


Portuguese Edition 144 of 400 Portuguese Edition 153 of 400
Holding Magical Item
Greyhawk +6
R AD&D
Nenhum Reino De GREYHAWK com fortaleza, de qualquer UC
jogador, pode ser atacado por monstros ou voadores. O campeão que tiver o cristal deve atacar em seu turno ou ser
descartado. (Ofe)
Brasão do Grande Reino
Portuguese Edition 145 of 400 Hordas do Castelo Greyhawk
Holding Portuguese Edition 154 of 400
Greyhawk Ally
R +5
Todos os aliados mortos-vivos deste jogador dobram de nível, AD&D
atacando ou defendendo. R

Brasão de Furyondy Horda de Esqueletos


Portuguese Edition 146 of 400 Portuguese Edition 155 of 400
Holding Monster
Greyhawk 5
C Greyhawk
O reino não pode ser afetado por eventos. C
Morto-vivos.
Brasão de Nyrond
Portuguese Edition 147 of 400 Mão e Olho de Vecna
Holding Portuguese Edition 156 of 400
Greyhawk Artifact
C +5/+2
Monstros não podem atacar o reino em anexo. Greyhawk
UC
Fortaleza de Crânios O campeão em anexo ganha 5 níveis quando atacando, e 2
Portuguese Edition 148 of 400 quando defendendo.
Holding
+4 Esfera dos Dragões
Greyhawk Portuguese Edition 157 of 400
C Artifact
Qualquer campeão defendendo o reino em anexo ganha 4 +4
níveis. Greyhawk
UC
Fortificação Os reinos de GREYHAWK deste jogador e seus defensores
Portuguese Edition 149 of 400 não podem ser atacados por dragões ou monstros.
Holding
Greyhawk Cabana da Vovó Yaga
C Portuguese Edition 158 of 400
Artifact

Primeira Edição em Português - Página 93


Greyhawk Iuz, o Maligno
UC Portuguese Edition 167 of 400
O campeão em anexo e seus aliados são considerados Monster
voadores. 8
Greyhawk
Carruagem de Lyrx UC
Portuguese Edition 159 of 400 Iuz pode lançar feitiçode mago. Se derrotado, as forças de Iuz
Artifact podem destruir um reino adversário ou fazâ-lo descartar um
+3 reino destruído.
Greyhawk
R Card Combo (from Liga BSW Forum): O combo Iuz, o
O campeão unido ganha 3 níveis e torna-se voador; todos os Maligno com Sabotador Suicida é válido, desde que o reino
seus aliados também podem voar. arrasado não seja o reino que está sendo atacado. Desta
forma Iuz arrasa não um, mas dois reinos de seu adversário,
Cálice de Al'Akbar mesmo se o campeão defensor tenha um nível menor do que
Portuguese Edition 160 of 400 o de Iuz!
Artifact
Greyhawk Pagamento no Campo de Batalha
UC Portuguese Edition 168 of 400
Se o jogador descartar trâs cartas de sua mão até o fim deste Ally
turno, ele pode retornar qualquer carta (não evento) de sua +3
pilha de descarte para sua mão. AD&D
Rary, o Traidor R
Portuguese Edition 161 of 400 Cada aliado colocado em jogo depois desta cartas, pelo
Wizard mesmo jogador, ganha 3 níveis.
4
Greyhawk Aparição-Espadachim
C Portuguese Edition 169 of 400
Rary ganha 3 níveis ao enfrentar um mago e/ou oa defender Ally
um reino em anexo a uma fortaleza. +4
AD&D
Mordenkainen R
Portuguese Edition 162 of 400 Morto-vivo.
Wizard
7 Sysania
Greyhawk Portuguese Edition 170 of 400
R Cleric
4
Tysiln San Greyhawk
Portuguese Edition 163 of 400 UC
Wizard Voadora.
5
Greyhawk Kiara
UC Portuguese Edition 171 of 400
Elf Hero
2
Otto Greyhawk
Portuguese Edition 164 of 400 UC
Wizard Halfling
6 Kiara pode destruir um item mágico que seja usado contra ela.
Greyhawk O item afeado é descartado.
R
Otto pode lançar tanto feitiços de mago como de clérigo. Hettman Tsurin
Portuguese Edition 172 of 400
Mika, o Nômade-Lobo Hero
Portuguese Edition 165 of 400 2
Wizard Greyhawk
7 R
Greyhawk Se Hettman não atacar, no final de seu turno o jogador pode
R escolher ao acaso uma carta da mão de outro jogador, e
Mika ganha 3 níveis quando o oponente usa aliados contra descartá-la.
ele.
Cúpula BSW 2021: O poder deste campeão pode ser usado
no primeiro turno do jogo, antes que o jogador adversário
Lloth, a Rainha das Aranhas
tenha sequer jogado, pois a carta não faz qualquer menção ao
Portuguese Edition 166 of 400 fato de o oponente ter ou não jogado um turno, condicionando
Monster o uso do poder ao fato de Hettman ter ou não entrado em
9 combate.
Greyhawk
R
Grifo
Lloth pode lançar feitiço de mago e de clérigo. Se Lloth for
derrotada, recoloque-a na pilha de saque e embaralhe. Portuguese Edition 173 of 400
Magical Item
+2

Primeira Edição em Português - Página 94


AD&D Wizard Spell
R +8
O campeão unido torna-se voador. (Def) AD&D
R
Zumbi do Mar O mago que usar este pergaminho não pode jogar qualquer
Portuguese Edition 174 of 400 outra carta neste round. (Off/4)
Ally
+4 Miles
AD&D Portuguese Edition 183 of 400
R Ally
Morto-vivo. +2
AD&D
Lobo da Névoa UC
Portuguese Edition 175 of 400
Event Trystan
AD&D Portuguese Edition 184 of 400
R Ally
Nenhum aliado pode ser jogado até o próximo turno do +2
jogador. Aliados em jogo são descartados imediatamente. AD&D
C
Tyrion
Portuguese Edition 176 of 400 Thorvid
Hero Portuguese Edition 185 of 400
5 Hero
Greyhawk 5
UC Greyhawk
Voador. R
Thorvid ganha 3 níveis ao lutar contra monstros, mortos-vivos
Quagmiela, o Dragão ou voadores.
Portuguese Edition 177 of 400
Monster 5 Loucura das Fadas
Greyhawk Portuguese Edition 186 of 400
UC Event
Dragon AD&D
Voador. R
Loucura das Fadas afeta um campeão (não envolvido em
Pergaminho do Exílio Espiritual batalha). Este campeão é virado com a face para baixo e não
Portuguese Edition 178 of 400 pode ser usado até o seu próximo turno. Maléfico.
Artifact
+4 Nenioc
Forgotten Realms Portuguese Edition 187 of 400
R Cleric
Um campeão derrotado pelo possuidor deste pergaminho é 5
removido do jogo; não pode deixar a pilha de descarte e voltar Greyhawk
ao jogo em nenhuma circunstância. UC

Assassino Jovem Dragão


Portuguese Edition 179 of 400 Portuguese Edition 188 of 400
Event Monster
AD&D 4
R Greyhawk
Jogue este evento apenas durante um round de batalha, C
depois que ambos os campeões tiverem sido selecionados. Voador. O Dragão Dourado pode usar feitiço de mago.
Nenhuma outra carta pode ser jogada neste turno. Maléfico. Dragão.

Fúria Indomável! Arquidruida


Portuguese Edition 180 of 400 Portuguese Edition 189 of 400
Event Cleric
AD&D 4
R Greyhawk
Todos os heróis ganha 5 níveis até o próximo turno deste R
jogador. Benéfico. Se apenas um Arquidruida estiver em jogo, clérigos não
podem lançar feitiços sem sua permissão.
Nômades-Lobos
Portuguese Edition 181 of 400 Cão-do-Inferno
Hero Portuguese Edition 190 of 400
4 Ally
Greyhawk +5
C AD&D
Os Nômades ganham 2 níveis se Mika estiver na mesa. UC
Todas as cartas do mesmo lado do cão-do-inferno são imunes
Pergaminho da Fúria a feitiços de Bola-de-fogo.
Portuguese Edition 182 of 400

Primeira Edição em Português - Página 95


Pergaminho de Aceso a Outros Mundos Greyhawk
Portuguese Edition 191 of 400 C
Magical Item No início de seu turno, o possuidor da bola de Cristal de Ren
+2 pode examinar as trâs primeiras cartas de qualquer pilha de
AD&D saque, e descartar uma delas.
R
Se um campeão com este pergaminho for derrotado, o jogador Estatueta do Falcão
pode renovar sua mão com 8 cartas da pilha de saque. (Def) Portuguese Edition 200 of 400
Magical Item
Liga BSW: Esta é uma carta de saque extra, portanto pode +1
ser contida por cartas que impessam essa ação e englobem AD&D
itens mágicos, como Frevo [ML/66] e Not So Fast [CHBR/20). UC
(Ofe)
Esqueleto Gigante
Portuguese Edition 192 of 400 Renovação!
Ally Portuguese Edition 201 of 400
+3 Event
AD&D AD&D
R C
Morto-vivo. Qualquer espada mágica ou lança usada pelo Todos os jogadores devem descartar suas mãos
campeão adversário deve ser descartada imediatamente. imediatamente e sacar outras cinco cartas. Maléfico.

Esqueletos Enslaved!
Portuguese Edition 193 of 400 Portuguese Edition 202 of 400
Ally Event
+1 AD&D
AD&D UC
C Todos os jogadores devem descartar um campeão de sua
Morto-vivo. mão. Maléfico.

Horror Alado Cerco


Portuguese Edition 194 of 400 Portuguese Edition 203 of 400
Monster Event
7 AD&D
Greyhawk C
UC Todos os jogadores devem descartar um reino de sua posição
Voador. frontal. O próximo reino a ser jogado deve ser colocado no
lugar vago. Maléfico.
Entes da Floresta Antiga
Portuguese Edition 195 of 400 Suborno!
Ally Portuguese Edition 204 of 400
+5 Event
AD&D AD&D
UC R
Todas as cartas do jogador são imunes a todos os feitiços Jogue este evento logo depois que os campeões forem
ofensivos de mago, exceto Bola de fogo. escolhidos para a batalha. O campeão subornado retorna à
sua mesa, e o jogador deve escolher outro campeão ou perder
Rangers da Floresta dos Espinhos a batalha. Maléfico.
Portuguese Edition 196 of 400
Hero Carga!
4 Portuguese Edition 205 of 400
Greyhawk Event
C AD&D
UC
A Cabeça de Gulothku Todos os campeões do jogador ganham 3 niveis até o fim de
Portuguese Edition 197 of 400 seu próximo turno. Benéfico.
Artifact +3
Dark Sun Espada Mágica
R Portuguese Edition 206 of 400
Esta temida relíquia afeta qualquer aliado jogado com ou Magical Item
contra o campeão que tiver o artefato, reduzindo seu nível em +2
2 pontos - exeto se o campeão for um clérigo. AD&D
C
Forte da FRonteira Sword
Portuguese Edition 198 of 400 +5 contra mortos-vivos. (Ofe)
Holding
Forgotten Realms Aumentar
C Portuguese Edition 207 of 400
Apenas voadores podem atacar o reino em anexo. Wizard Spell +3
AD&D
Bola de Cristal de Ren R
Portuguese Edition 199 of 400 O campeão ganha 3 niveis ao atacar voadores.
Artifact

Primeira Edição em Português - Página 96


Anel das Estrelas Cadentes Rede-Armadilha
Portuguese Edition 208 of 400 Portuguese Edition 217 of 400
Magical Item Magical Item
+4 AD&D
AD&D UC
R O oponente deste campeão não pode jogar aliados. (Ofe)
O Herói pode emprestar i nível a um campeão em combate se Ponte Arco-íris
não estiver envolvido. Portuguese Edition 218 of 400
Event
Brasão de Veluna AD&D
Portuguese Edition 209 of 400 R
Holding O jogador com esta carta pode redirecionar um ataque contra
Greyhawk qualquer reino (exeto um dos reinos do atacante) Benéfico.
C
Sempre que conseguir defender o reino em anexo, traga de Ataque Pelos Flancos
volta para sua mão um aliado da pilha de descarte. Portuguese Edition 219 of 400
Ally
Levando na Conversa! +3
Portuguese Edition 210 of 400 AD&D
Event R
AD&D O oponente deve jogar um aliado em resposta a esta carta, ou
UC perder o round.
Qualquer um pode ser convencido que seus itens mágicos
não funcionam bem. Todos os jogadores descartam todos os Bastão de Dispersar Magia
seus itens mágicos e artefatos. Maléfico. Portuguese Edition 220 of 400
Artifact
Voo Greyhawk
Portuguese Edition 211 of 400 UC
Wizard Spell Um campeão com este bastão pode cancelar um feitiço
AD&D quando atacando ou defendendo.
C
O campeão e seus aliados tornam-se voadores durante uma Draj
batalha. (Def/4) Portuguese Edition 221 of 400
Realm
Transformação Dark Sun
Portuguese Edition 212 of 400 M
Wizard Spell +6 Atacantes não-voadores perdem 2 níveis.
AD&D
R Raam
(Def/4) Portuguese Edition 222 of 400
Realm
Atacantes Bárbaros! Dark Sun
Portuguese Edition 213 of 400 M
Event Todos os defensores deste reino ganham 1 nível.
AD&D
R Urik
Cada jogador deve descartar, à sua escolha, um reino mesa Portuguese Edition 223 of 400
ou de sua mão. Maléfico. Realm
4
Frota de Tesouro Dark Sun
Portuguese Edition 214 of 400 M
Event Aliados não podem ser usados para atacar Urik. Urik pode se
AD&D defender como um campeão de nível 4.
R
Todos os jogadores sacam trâs cartas. Benéfico. Tyr
Portuguese Edition 224 of 400
Poção do Hálito de Fogo Realm
Portuguese Edition 215 of 400 5
Magical Item Dark Sun
+6 M
AD&D O jogador saca uma carta extra por turno. Tyr pode se
R defender como um héroi de nível 5.
Descarte apos um uso. (Ofe)
Cúpula BSW 2021: A carta extra deve ser comprada apenas
Brasão das Shield Lands no turno seguinte ao em que essas cartas forem jogadas.
Portuguese Edition 216 of 400
Holding Gulg
Greyhawk Portuguese Edition 225 of 400
C Realm
Ao ser anexado a esta carta, um reino de GREYHAWK 7
destruido é reconstruído instantaneamente. Dark Sun
UC

Primeira Edição em Português - Página 97


O primeiro aliado a atacar Gulg em cada batalha é destruído. Kalidnay
Gulg pode se defender como um herói de nível 7. Portuguese Edition 235 of 400
Holding
Nibenay Dark Sun
Portuguese Edition 226 of 400 C
Realm Qualquer monstro defendendo o reino em anexo ganha 4
Dark Sun níveis.
UC
Esta carta não é colocada com a face para baixo a menos que
o reino seja destuído duas vezes em uma batalha. Arkhold
Balic Portuguese Edition 236 of 400
Portuguese Edition 227 of 400 Holding
Realm Dark Sun
4 C
Dark Sun O jogador pode sacar um carta extra por turno.
M
Todos os aliados atacantes perdem metade de seus níveis Cúpula BSW 2021: A carta extra deve ser comprada apenas
(arredondados para baixo). Balic pode se defender como um no turno seguinte ao em que essas cartas forem jogadas.
herói de nível 4.
Salt View
O Palácio da Lama Portuguese Edition 237 of 400
Portuguese Edition 228 of 400 Holding
Holding Dark Sun
Dark Sun C
UC Campeões defensores ganham 2 niveis
O Palacio de Lama aumenta a mão do jogador em 2 cartas.
Escudo do Crepúsculo
Ledopolus Norte Portuguese Edition 238 of 400
Portuguese Edition 229 of 400 Artifact
Holding +4
Dark Sun Forgotten Realms
UC R
Uma carta pode ser sacada e jogada e jogada imediatamente Este escudo pode er unido apenas a um campeão monstro ou
em defesa do reino em anexo. morto-vivo.
Ledopolus Sul
Portuguese Edition 230 of 400 Campanha de Inverno
Holding Portuguese Edition 239 of 400
Dark Sun Event
UC AD&D
O reino em anexo pode usar qualquer aliado como se fosse R
um campeão. O aliado é descartado depois da batalha. Jogue contra um jogador no passo 4. Até o fim deste passo, o
jogador afetado não pode jogar mais que um aliado por round.
Altaruk Benéfico.
Portuguese Edition 231 of 400
Holding Giustenal
Dark Sun Portuguese Edition 240 of 400
C Holding
Qualquer campeão defendendo o reino em anexo pode usar Dark Sun
feitiço de clérigo. UC
Um campeão atacando o reino em anexo não pode jogar mais
Salt View que trâs aliados por turno.
Portuguese Edition 232 of 400
Holding Yaramuke
Dark Sun Portuguese Edition 241 of 400
C Holding
Monstros não podem atacar o reino em anexo. Dark Sun
C
Ogo A água envenenada destrói um aliado atacante assim que ele
Portuguese Edition 233 of 400 for jogado (à escolha do defensor).
Holding
Dark Sun Oásis Perdido
UC Portuguese Edition 242 of 400
Qualquer campeão e aliado atacando o reino em anexo Holding
perdem 1 nível pelo medo dos halflings canibals de Ogo. Dark Sun
C
Makla O jogador pode sacar uma carta e joga-la imediatamente
Portuguese Edition 234 of 400 quando o reino em anexo é atacado.
Holding
Dark Sun Lagoa de Grak
UC Portuguese Edition 243 of 400
Malka adiciona 1 nível a todos os defensores do reino em Holding
anexo. +5
Dark Sun

Primeira Edição em Português - Página 98


C UC
A lagoa funciona como um alido de nível 5 para o campeão Se esta carta estiver no lado perdedor da batalha, ela destrói
que defenda o reino em anexo. qualquer campeão adversário à escolha do perdedor.

Silver Spring Mercenários Halflings


Portuguese Edition 244 of 400 Portuguese Edition 253 of 400
Holding Ally
Dark Sun +1
C AD&D
Se o reino em anexo é destruído, um reino do oponente (à C
escolha do defensor) é destruido também.
Bando de Guerra
Poço Amargo Portuguese Edition 254 of 400
Portuguese Edition 245 of 400 Ally
Holding +3
Dark Sun AD&D
C C
Este oásis destrói qualquer voador que ataque o reino em
anexo. Lanceiros Kank
Portuguese Edition 255 of 400
Águas Negras Ally
Portuguese Edition 246 of 400 +6
Holding AD&D
Dark Sun UC
C
Nenhum licantropo ou mosntro pode atacar qualquer reino
deste jogador. Mercenários Nômades
Portuguese Edition 256 of 400
Forte Ally
Portuguese Edition 247 of 400 +2
Holding AD&D
Dark Sun C
C
Aliados defendendo qualquer reino de DARK-SUN deste Gladiadores
jogador ganham 1 nível. Portuguese Edition 257 of 400
Ally
Masmorra de Gulg +9
Portuguese Edition 248 of 400 AD&D
Holding UC
Dark Sun
C Rikus
Quaiquer campeão e aliado atacando o reino em anexo perde Portuguese Edition 258 of 400
1 nível. Hero
6
Ziggurat Dark Sun
Portuguese Edition 249 of 400 UC
Holding Rikus pode atacar duas vezes; se vencer o primeiro round, ele
Dark Sun pode atacar de novo com novos aliados.
UC
O nível de bônus (número no ícone) de qualquer feitiço de Neeva
mago usado em defesa deste reino é dobrado. Portuguese Edition 259 of 400
Hero
Templo 7
Portuguese Edition 250 of 400 Dark Sun
Holding R
Dark Sun
C Sadira
O reino em anexo pode lançar feitiços de clérigo. Portuguese Edition 260 of 400
Wizard
Horda de Mogadisho 4
Portuguese Edition 251 of 400 Dark Sun
Ally C
+1
AD&D Agis
C Portuguese Edition 261 of 400
Se esta carta estiver no lado perdedor de uma batalha, todas Hero
as fortalezas do oponente são descartasdos. 5
Dark Sun
Assassinos UC
Portuguese Edition 252 of 400 Quando atacando, pode psionicamente destruir um monstro
Ally no poço do defensor antes da batalha.
+2
AD&D

Primeira Edição em Português - Página 99


Anavias Ashathra
Portuguese Edition 262 of 400 Portuguese Edition 271 of 400
Hero Ally
2 +2
Dark Sun AD&D
R C
Quando atacando, pode negar psionicamente o poder de
todas as fotalezas inimigas durante a batalha. Stug
Portuguese Edition 272 of 400
Vaerhirmana Ally
Portuguese Edition 263 of 400 +2
Wizard AD&D
4 C
Dark Sun
R Ka'Cha
Half-Elf Portuguese Edition 273 of 400
Ally
Herminard +3
Portuguese Edition 264 of 400 AD&D
Hero UC
4
Dark Sun Galek
C Portuguese Edition 274 of 400
Ally
T'kkyl +2
Portuguese Edition 265 of 400 AD&D
Hero C
3
Dark Sun Dançarinos do Vento
C Portuguese Edition 275 of 400
Event
Azhul AD&D
Portuguese Edition 266 of 400 UC
Hero Todos os voadores em jogo são destruidos imediatamente.
4 Maléfico.
Dark Sun
UC Caçadores Aquáticos
Sabotador Suicida Portuguese Edition 276 of 400
Portuguese Edition 267 of 400 Event
Event AD&D
AD&D C
R Todos os mortos-vivos são destruidos imediatamente.
Descartando um campeão, o jogador pode destruir um reino Maléfico.
qualquer. Maléfico.
Mãos Prateadas
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é Portuguese Edition 277 of 400
cancelada, o custo ou consequência do seu uso/lançamento Event
devem ser cumpridos. Com exceção quando a maneira de AD&D
utilização estiver especificada no texto ou regra da carta. UC
Todos os campeões mortos na última batalha são devolvidos
Bagual à mesa dos jogadores. Este evento deve ser jogado apenas
Portuguese Edition 268 of 400 quando uma batalha estiver terminado. Benéfico.
Cleric
2 Cantores Celestes
Dark Sun Portuguese Edition 278 of 400
C Event
AD&D
Rowan C
Portuguese Edition 269 of 400 Todos os itens mágicos no jogo são destruidos. Maléfico.
Ally
+1 Caçadores da Areia
AD&D Portuguese Edition 279 of 400
UC Ally
Elf +3
AD&D
Shayira C
Portuguese Edition 270 of 400
Cleric Corredores Noturnos
3 Portuguese Edition 280 of 400
Dark Sun Ally
C +2
AD&D

Primeira Edição em Português - Página 100


UC +3
Elf AD&D
R
So-ut
Portuguese Edition 281 of 400 Wijon
Ally Portuguese Edition 290 of 400
+3 Ally
AD&D +2
R AD&D
C
Demônio da Cisterna
Portuguese Edition 282 of 400 Mikor
Monster Portuguese Edition 291 of 400
2 Ally
Dark Sun +3
C AD&D
Aliados não podem ser usados contra esse demônio. UC

Sloth Salicia
Portuguese Edition 283 of 400 Portuguese Edition 292 of 400
Ally Ally
+1 +3
AD&D AD&D
C R

Mul Selvagem Zurn


Portuguese Edition 284 of 400 Portuguese Edition 293 of 400
Monster Ally
6 +1
Dark Sun AD&D
R UC

Inumano Powel
Portuguese Edition 285 of 400 Portuguese Edition 294 of 400
Ally Ally
+2 +1
AD&D AD&D
UC C

Pyreen Baber
Portuguese Edition 286 of 400 Portuguese Edition 295 of 400
Ally Ally
+3 +3
AD&D AD&D
R R

Cha'thrang Visitante
Portuguese Edition 287 of 400 Portuguese Edition 296 of 400
Ally Ally
+1 +2
AD&D AD&D
UC C

Espírito da Terra Foucault


Portuguese Edition 288 of 400 Portuguese Edition 297 of 400
Event Ally
AD&D +3
R AD&D
O Espírito da Terra evita que um reino ou fortaleza de DARK- UC
SUN seja destruido ou descartado, ou restaura um reino
destruído de qualquer mundo. O atacante não ganha espólios Stef'fa Naf'ski
pela vitória e a batalha termina. Benéfico. Portuguese Edition 298 of 400
Monster
Cúpula BSW 2021: Um jogador pode usar o evento Spirit of 5
the Land para evitar que um reino de outro jogador seja Dark Sun
arrasado ou descartado. Se o evento for usado para prevenir R
que Ancient Kalidnay (92/AR) seja arrasado para dar um turno
extra ao seu dono, Ancient Kalidnay só poderá ser arrasado
Capitão Kazhal
novamente no próximo turno daquele jogador.
Portuguese Edition 299 of 400
Hero
Thri-kreen
9
Portuguese Edition 289 of 400 Dark Sun
Ally

Primeira Edição em Português - Página 101


R Ally
Destrói um item mágico do campeão advesário durante um +3
round de batalha. AD&D
C
Dlasva
Portuguese Edition 300 of 400 Gith
Hero Portuguese Edition 308 of 400
3 Ally
Dark Sun +1
UC AD&D
Dlasva pode destruir psionicamente um aliado adversário UC
durante um round de batalha.
Tigre
Tithian Portuguese Edition 309 of 400
Portuguese Edition 301 of 400 Ally
Hero +1
5 AD&D
Dark Sun C
R Esfera do Poder
Se tithian atacar e vencer um round de batalha, o reino do Portuguese Edition 310 of 400
defensor é destruido imediatamente. Magical Item
AD&D
Card Combo (from Desafio dos Corajosos 2016): Esta é uma C
versão melhorada do combo Butler's Balderdash, permitindo Feitiços ofensivos e itens mágicos não tem efeito contra o
que o jogador potencialmente possa arrasar um reino por campeão que tiver esta esfera.
turno, ja que, ao vencer o combate automaticamente graças
ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado.
Anel de Tudo Ver
Jerome então retorna o feitiço no passo 5 para que o combo
persista indefinidamente. Portuguese Edition 311 of 400
Magical Item
AD&D
Verrasi
UC
Portuguese Edition 302 of 400 No início de seu turno, vocâ pode olhar as cartas da mão de
Ally um adversário. (Def)
+2
AD&D
Tesouro
UC
Portuguese Edition 312 of 400
Event
Profanadora
AD&D
Portuguese Edition 303 of 400 C
Wizard Todos os monstros são subornados para desertar; descarte
6 todos os monstros em batalha ou em poço. Maléfico.
Dark Sun
C
Escudo da Destruição
Se a Profanadora lançar um ou mais feitiços, um reino do
jogador é destruido ou uma fortaleza do jogador é Portuguese Edition 313 of 400
embaralhadode volta à pilha de saque. Magical Item
+1
AD&D
Rei Dragão
C
Portuguese Edition 304 of 400 (Def)
Monster
8
Escudo da Aniquilação
Dark Sun
R Portuguese Edition 314 of 400
Pode lançar feitiços de mago. Magical Item
+2
AD&D
Borys
UC
Portuguese Edition 305 of 400 (Def)
Monster
9
Escudo da Devastação
Dark Sun
R Portuguese Edition 315 of 400
Dragon Magical Item
Pode lançar feitiços de mago e de clérigo. +2
AD&D
C
Guardião
(Def)
Portuguese Edition 306 of 400
Wizard
Escudo da Perversidade
6
Dark Sun Portuguese Edition 316 of 400
C Magical Item
AD&D
C
Carrasco
Portuguese Edition 307 of 400

Primeira Edição em Português - Página 102


Um aliado adversário, escolhido pelo possuidor do escudo, O primeiro aliado do Guerreiro do Deserto em cada round é
pode ser forçado a trocar de lado e lutar com o possuidor do considerado +4, idependente de seu nível atual.
escudo. (Ofe)
Guloth'katra
Escudo de Gore Portuguese Edition 326 of 400
Portuguese Edition 317 of 400 Monster
Magical Item 4
+3 Forgotten Realms
AD&D R
UC Este filho de Guloth ganha 4 níveis ao enfrentar qualquer
(Ofe) campeão de um jogador que tenha a Cabeça de Guloth em
jogo.
A Lança Certeira
Portuguese Edition 318 of 400 Guerreiro do Deserto
Artifact Portuguese Edition 327 of 400
Dark Sun Hero
C 4
Mata qualquer dragão ou monstro adversário em batalha, Dark Sun
automaticamente. R
Todos os aliados do Guerreiro do Deserto ganham 1 nível.
A Caravana Saqueador
Portuguese Edition 319 of 400 Portuguese Edition 328 of 400
Event Ally
AD&D +3
C AD&D
Jogue esta carta apenas entre os turnos de dois jogadores. O C
jogador deste evento pode ter seu turno imediatamente.
Depois o jogo reassuma sua ordem normal. Benéfico. Besouro Shaqal
Portuguese Edition 329 of 400
O Colar Ally
Portuguese Edition 320 of 400 +1
Magical Item AD&D
AD&D C
UC
O campeão que tiver este colar pode lançar feitiços de clérigo. Tembo
(Def) Portuguese Edition 330 of 400
Monster
Clérigo Elemental 3
Portuguese Edition 321 of 400 Dark Sun
Cleric UC
2 O oponente não pode usar aliado para defender ou atacar
Dark Sun contra o Tembo.
C
O Clérigo é imune a feitiços ofensivos de mago. Bola-de-Fogo
Portuguese Edition 331 of 400
Arqueiro Elfo Wizard Spell
Portuguese Edition 322 of 400 AD&D
Ally C
+3 Destrói imediatamente todos os aliados adversários de nível 4
AD&D ou menos.
R
Raio
O Pária Portuguese Edition 332 of 400
Portuguese Edition 323 of 400 Wizard Spell
Hero +5
5 AD&D
Dark Sun C
R Destrói imediatamente um aliado adversário de nível 4 ou
Pode lançar feitiços de mago e clérigo. menor, ou um item mágico, à escolha do jogador.

Assaltantes Paralisar
Portuguese Edition 324 of 400 Portuguese Edition 333 of 400
Ally Wizard Spell
+1 AD&D
AD&D C
UC Se lançado sobre um campeão antes de uma batalha, ele não
poderá defender. Se lançado durante a batalha, elimina um
Guerreiro do Deserto adversário a escolha do jogador.
Portuguese Edition 325 of 400
Hero Projétil Mágico
2 Portuguese Edition 334 of 400
Dark Sun Wizard Spell
R +3

Primeira Edição em Português - Página 103


AD&D Wizard Spell
C AD&D
(Ofe/4) C
Um campeão ou um aliado torna-se voador. (Def/4)
Muralha de Fogo
Portuguese Edition 335 of 400 Punho Esmagador
Wizard Spell Portuguese Edition 344 of 400
+3 Wizard Spell
AD&D +4
C AD&D
Apenas voadores podem atacar através da muralha. (Ofe/4) R
O Punho Esmagador dá 4 níveis a um campeão ou destrói um
Muralha de Ferro item mágico, à escolha do jogador. (Ofe/4)
Portuguese Edition 336 of 400
Wizard Spell Baú Místico de Nystul
+3 Portuguese Edition 345 of 400
AD&D Magical Item
C +5
Apenas voadores podem atacar através da muralha. Só pode AD&D
ser usada para defesa. (Def/4) R
Muralha de Pedra Este item Mágico nunca pode ser destruído ou descartado; se
Portuguese Edition 337 of 400 o campeão é descartado, o baú retorna à mão do jogador.
Wizard Spell (Def)
+4
AD&D Dispersar Magia
C Portuguese Edition 346 of 400
Apenas voadores podem atacar através da muralha. Só pode Wizard Spell
ser usada para defesa. (Def/4) AD&D
C
Muralha de Força Cancela os efeitos de qualquer feitiço. (Def/3/4)
Portuguese Edition 338 of 400
Wizard Spell Força-Fantasma
+5 Portuguese Edition 347 of 400
AD&D Wizard Spell
C +6
Apenas voadores podem atacar através da muralha. (Def/4) AD&D
C
Espadachim Aurak (Ofe/4)
Portuguese Edition 339 of 400
Monster Pavor
7 Portuguese Edition 348 of 400
AD&D Wizard Spell
R AD&D
Quando atacar um reino, o espadachim escolhe o defensor no R
poço do aponente para um combate simples; aliados não Esta carta é anexada a qualquer campeão inimigo na mesa;
podem ser usados em nenhum dos lados. ele não poderá mais atacar ou defender até o feitiço seja
dispersado. (Ofe/3)
Cone de Frio
Portuguese Edition 340 of 400 Cura de Ferimentos Leves
Wizard Spell Portuguese Edition 349 of 400
+5 Cleric Spell
AD&D +1
C AD&D
(Ofe/4) C
(Def/4)
Adormecer
Portuguese Edition 341 of 400 Cura de Ferimentos Graves
Wizard Spell Portuguese Edition 350 of 400
AD&D Cleric Spell
C +2
Elimina até 3 aliados adversários de nível 1 ou 2, escolhidos AD&D
pelo jogador. (Ofe/4) C
(Def/4)
Escudo
Portuguese Edition 342 of 400 De Bastão Para Serpente
Wizard Spell Portuguese Edition 351 of 400
+2 Cleric Spell
AD&D +4
C AD&D
(Def/4) C
(Ofe/4)
Voar
Portuguese Edition 343 of 400 Barreira de Lâminas

Primeira Edição em Português - Página 104


Portuguese Edition 352 of 400 Carruagem de Sustarre
Cleric Spell Portuguese Edition 361 of 400
AD&D Cleric Spell
R AD&D
Destrói todos os aliados de nível de nível 5 ou menos. Só C
pode ser usado para defender. (Ofe/4) Um campeão ou dois aliados podem voar por um round de
batalha. (Def/4)
Benção
Portuguese Edition 353 of 400 Raio de Sol
Cleric Spell Portuguese Edition 362 of 400
AD&D Cleric Spell
C AD&D
O campeão e cada um de seus aliados ganham 1 nível neste R
round. (Def/4) O Raio de Sol mata todos os mortos-vivos na mesa de um
jogador. (Ofe/3)
Santuário
Portuguese Edition 354 of 400 Muralha de Espinhos
Cleric Spell Portuguese Edition 363 of 400
AD&D Cleric Spell
R +2
O clérigo que lança este feitiço perde este round de batalha AD&D
mas não é descartado; em vez disso, ele retorna à mesa. C
(Def/4) Use este feitiço apenas para defesa. Só atacantes de nível 3
ou mais podem cruzar a Muralha. (Def/4)
Caminhar nos Ventos
Portuguese Edition 355 of 400 Muralha de Fogo
Cleric Spell Portuguese Edition 364 of 400
AD&D Cleric Spell
R +1
O campeão e seus aliados são tratados como voadores neste AD&D
round. (Def/4) UC
Apenas atacantes de nível 4 ou maior podem atravessar a
Pele de Cortiça muralha. Só pode ser usado para defesa. (Ofe/4)
Portuguese Edition 356 of 400
Cleric Spell Palavra Sagrada
+2 Portuguese Edition 365 of 400
AD&D Cleric Spell
C AD&D
Um único defensor ganha 2 níveis. (Def/4) C
Destrói todos os aliados mortos-vivos em ambos os lados da
Encantar batalha imediatamente. (Ofe/4)
Portuguese Edition 357 of 400
Wizard Spell Ressuscitar
AD&D Portuguese Edition 366 of 400
C Cleric Spell
O oponente perde um aliado à escolha do jogador que lança o AD&D
feitiço. (Ofe/4) R
Qualquer campeão derrotado pode ser ressuscitado da pilha
Dispersar Magia do descarte e retornar à mão do jogador. (Def/3/4)
Portuguese Edition 358 of 400
Cleric Spell Ataque Flamejante
AD&D Portuguese Edition 367 of 400
C Cleric Spell
Cancela os efeitos de qualquer feitiço. AD&D
UC
Escuridão Destrói quaisquer aliado adversário cujos níveis somem 6 ou
Portuguese Edition 359 of 400 menos, escolhidos pelo jogador que lança o feitiço. Descarta-
Cleric Spell se mediatamente. (Ofe/4)
AD&D
C Proteção contra Raios
A batalha termina imediatamente, sem vencedor ou perdedor; Portuguese Edition 368 of 400
campeões retornam às suas mesas, aliados são descartados. Cleric Spell
Escuridão não tem efeito contra monstros. (Def/4) AD&D
C
Proteção Raios não podem afetar o campeão que lança o feitiço nem
Portuguese Edition 360 of 400 seus aliados nesta batalha. (Def/4)
Cleric Spell
AD&D Silêncio
C Portuguese Edition 369 of 400
O oponente não pode usar mortos-vivos neste round de Cleric Spell
batalha; aliados são descartados. Um campeão morto-vivo AD&D
perde a batalha, mas retorna à mesa. (Def/4) UC

Primeira Edição em Português - Página 105


O campeão adversário não pode lançar qualquer feitiço nesta Todos os campeões de nível 4 ou menor são mortos, estejam
batalha. (Ofe/4) em batalhas ou poços. (Ofe/3/4)

Invisibilidade aos mortos-vivos Escudo de Fogo


Portuguese Edition 370 of 400 Portuguese Edition 379 of 400
Cleric Spell Wizard Spell
AD&D +5
C AD&D
Este campeão ignora oponentes mortos-vivos. UC
(Ofe/4)
Muralha de Neblina
Portuguese Edition 371 of 400 Tempestade de Gelo
Wizard Spell Portuguese Edition 380 of 400
AD&D Event
C AD&D
Nenhum ataque pode ser feito por qualquer jogador até o C
próximo turno do jogador que lança o feitiço. (Ofe/3) Destrói todos os campeões e aliados de nível 4 ou menos em
jogo, em qualquer lugar.
Esquecimento
Portuguese Edition 372 of 400 Moeda da Megalomania
Wizard Spell Portuguese Edition 381 of 400
AD&D Magical Item
C AD&D
Um aliado "esquece" de atacar ou defender neste turno; o R
aliado é descartado. (Ofe/4) Um campeão com esta moeda pode ter qualquer número de
artefatos unidos, e de qualquer mundo. (Def)
Teia
Portuguese Edition 373 of 400 Neblina Sólida
Wizard Spell Portuguese Edition 382 of 400
AD&D Event
C AD&D
Destrói qualquer aliado adversário de nível 3 ou menos. C
(Ofe/4) Evita todos os ataques contra todos os jogadores até o
próximo turno do jogador que lança o feitiço. Maléfico.
Pisacr de Olhos
Portuguese Edition 374 of 400 Animar Mortos
Wizard Spell Portuguese Edition 383 of 400
AD&D Wizard Spell
C AD&D
Um campeão que está para perder um round de batalha C
escapa para a mesa; a batalha é perdida, mas o campeão não Um mago que lança este feitiço pode lutar outra vez no
é descartada. próximo round de batalha, tenha perdido ou não o round
anterior. (Def/4)
Paralisar Mortos-Vivos
Portuguese Edition 375 of 400 Nuvem Assassina
Wizard Spell Portuguese Edition 384 of 400
AD&D Wizard Spell
C AD&D
Aliados mortos-vivos adversários não podem ser usados nesta C
batalha. (Ofe/4) Aliados adversários de nível 3 ou menos são descartados e
nenhum outro pode ser jogado até o final deste round. (Ofe/4)
Encantar Monstros
Portuguese Edition 376 of 400 Mente Enfraquecida
Wizard Spell Portuguese Edition 385 of 400
AD&D Wizard Spell
C AD&D
Todos os monstros adversários à mesa de origem; o campeão C
que lança o feitiço vence este round de batalha. (Ofe/4) Um adversário não pode lançar feitiços pelo resto do round.
(Ofe/4)
Ventos Arcanos
Portuguese Edition 377 of 400 Recipiente Arcano
Event Portuguese Edition 386 of 400
AD&D Wizard Spell
R AD&D
Esta tempestade anti-magia atravessa o cosmo e destrói C
todos os itens mágicos em jogo. Maléfico. Se o defensor é derrotado, o campeão atacante torna-se
defensor no round seguinte da batalha - e então é descartado.
Tentáculos Negros (Ofe/4)
Portuguese Edition 378 of 400
Wizard Spell Cão Fiel
AD&D Portuguese Edition 387 of 400
UC Event
AD&D

Primeira Edição em Português - Página 106


C
Apenas voadores podem atacar um reino até o próximo turno Cúpula BSW 2013: Quando uma carta suporte, evento, etc é
do jogador. Maléfico. cancelada ou dispersada, o custo ou consequência do seu
uso/lançamento devem ser cumpridos. Com exceção quando
Passa-Muralha a maneira de utilização estiver especificada no texto ou regra
Portuguese Edition 388 of 400 da carta.
Wizard Spell
AD&D Cúpula BSW 2016: o termo destroy/destruir NÃO deve
C continuar sendo entendido como sinônimo de arrasar, mas sim
Anula um feitiço de muralha. (Def/4) de DESCARTAR, de forma que as cartas acima (e outras que
contenham o referido verbo) passem a afetar reinos
arrasados.
De Rocha Para Lama
Portuguese Edition 389 of 400
Confusão
Wizard Spell
AD&D Portuguese Edition 394 of 400
C Wizard Spell
Apenas voadores podem atacar os reinos deste jogador até o AD&D
seu próximo turno. (Def/4) C
O campeão afetado não pode atacar ou defender até o fim do
próximo turno de seu possuidor.
Corrente de Raios
Portuguese Edition 390 of 400
Wizard Spell
Exílio
+5
AD&D Portuguese Edition 395 of 400
C Wizard Spell
(Ofe/4) AD&D
C
Destrói um monstro à escolha do jogador que lança o feitiço.
Neblina Mortal
(Ofe/3/4)
Portuguese Edition 391 of 400
Wizard Spell
Controlar Mortos-Vivos
AD&D
C Portuguese Edition 396 of 400
Mata todos os campeões de nível 5 ou menor, na mesa de um Wizard Spell
jogador; os sobreviventes não podem atacar até o final do AD&D
próximo turno do jogador. (Ofe/4) C
O jogador pode pedir a qualquer outro jogador sua carta de
aliado morto-vivo mais poderoso, e traze-la para seu próprio
Feitiço Mortal
lado neste round de batalha. O aliado é descartado depois.
Portuguese Edition 392 of 400 (Ofe/4)
Wizard Spell
AD&D
Dedo da Morte
C
Mata qualquer campeão ou aliado de nível 7 ou menor, à Portuguese Edition 397 of 400
escolha do jogador que lança o feitiço. (Def/4) Wizard Spell
AD&D
C
Desintegrar
Mata qualquer campeão ou aliado de nível 5 ou menor. (Ofe/4)
Portuguese Edition 393 of 400
Wizard Spell
Contra-Feitiço
AD&D
R Portuguese Edition 398 of 400
Destrói um reino, independente de sua posição. O reino Wizard Spell
destruido deve ser descartado. O jogador não pode fazer AD&D
ataques neste turno. (Ofe/3) C
Envia um feitiço de volta àquele que o lançou, se o alvo
Disintegrate may be cast if drawn as Spoils of Victory, original puder usar este feitiço. (Def/3/4)
assuming the player has a champion capable of casting the
spell, even if the player attacked on his turn. O Sino de Percival
This card was replaced with 437 in the 3rd edition. Portuguese Edition 399 of 400
Remember that once this spell is cast, the player cannot attack Artifact
any realm during his turn. If the optional Dispel Magic rules are +3
being used, a Disintegrate that has been dispelled still Forgotten Realms
prevents the casting player from attacking. A spellturned R
Disintegrate has no effect against the caster. Se o campeão com o sino de Percival destrói um reino, ele
pode também destruir qualquer fortaleza que esteja em jogo.
Cúpula BSW 2008: não pode afetar reinos destruídos
(virados). Seu efeito somente funciona em reinos Serenidade
inteiros/construídos (unrazed). Para efeito de "destruir", Portuguese Edition 400 of 400
compreendemos que o termo "destroy" ou "destroyed" Event
(destruir, destruído) equivale a "raze" (arrazar), portanto, a AD&D
palavra destruir, expressa nessas cartas, cumpre o requisito C
de arrasar quando for necessário. Anula os efeitos de uma carta de evento, mas apenas para o
jogador desta carta. Benéfico.
Liga BSW (ROC2-2011): mesmo estando com Control Wind
em seu poço, o jogador que usa o feitiço Desintegrar perde
Sakornia
seu passo 4.

Primeira Edição em Português - Página 107


Portuguese Edition 1 of 25 Monster
Hero 6 6
AD&D AD&D
VR VR
O nível de Sakonia é de 9 se tiver um item mágico unido. Dragon
Voador. Cada vez que Shalbaal vence um round de batalha, o
Edormira, O Dragão Vermelho jogador saca ao acaso uma carta da mão do jogador
Portuguese Edition 2 of 25 derrotado e a descarta. O jogador deve rir enquanto faz isso.
Monster
7 Delsenora
AD&D Portuguese Edition 10 of 25
VR Cleric
Dragon 7
Voador. Nenhum monstro pode enfrentar Edormira. AD&D
VR
Gloriana Delsenora é também um oráculo; ela pode cancelar o efeito de
Portuguese Edition 3 of 25 um evento para este jogador, mas deve ser descartada
Wizard depois.
6
AD&D Gib Evets
VR Portuguese Edition 11 of 25
Gloriana pode cauasr uma ventania oara soprar todos os Monster
voadores para longe da batalha; nenhum voador pode ser 8
usado contra ela. AD&D
VR
Gib Ekim Dragon
Portuguese Edition 4 of 25 Esta criatura é imune a todas as magias ofensivas; tanto
Hero feitiços quanto itens mágicos. Apenas artefatos tem efeito.
5/7
AD&D Dori, a Bárbara
VR Portuguese Edition 12 of 25
Gib pode lutar como maga (5) e como heroina (7); o jogador Hero
deve escolher no inicio do round. 6
AD&D
Neirgral, o Dragão Verde VR
Portuguese Edition 5 of 25 Dori ganha 2 níveis quando enfrenta um clérigo ou mago.
Monster
7 Gib Htimsen
AD&D Portuguese Edition 13 of 25
VR Monster
Dragon 9
Voador. Neigral é tão assustador que nenhum aliado de nível AD&D
4 ou menor pode ser unido a ele. VR
Este nonstro é imune a feitiços ofensivos, itens mágicos e
Dagaronzie, o Dragão Verde artefatos.
Portuguese Edition 6 of 25
Monster Darbee
8 Portuguese Edition 14 of 25
AD&D Hero
VR 6
Dragon AD&D
Voador. Dagaronzie pode instantaneamente destruir dois VR
aliados jogados contra ele em um round de batalha. Darbee ganha 4 níveis quando enfrentar um monstro.

Fejyelsae Aurum, o Dragão Dourado


Portuguese Edition 7 of 25 Portuguese Edition 15 of 25
Hero Monster
10 7
AD&D AD&D
VR VR
Se qualquer aliado for unido a Fejyelsae, ela cai para nível 7. Dragon
Voador. Aurum ganha 1 nível extra para cada aliado unido a
Fúria do Dragão ele (em adição ao bônus do aliado).
Portuguese Edition 8 of 25
Event Halcyon
AD&D Portuguese Edition 16 of 25
VR Cleric
Todas as criaturastemem a fúria do dragão! Todos os 7
jogadores devem deascartar um campeão de sua mão ou AD&D
poço. Maléfico. VR
Cada vez que Halcyon vencer um round de batalha, o jogador
Shalbaal, o Dragão Vermelho pode retornar uma carta da pilha de saque para sua mão.
Portuguese Edition 9 of 25

Primeira Edição em Português - Página 108


Stryck Dragon
Portuguese Edition 17 of 25 Voador. Se Smolder perde um round de batalha, ele destrói
Monster uma fortaleza de seu próprio jogador por vingança.
7
AD&D Adoravel Colleen
VR Portuguese Edition 22 of 25
Dragon Hero
Quando Strick ataca, ela pode escolher seu próprio oponente 7
entre os campeões no poço do defensor. AD&D
VR
Alicia Todos os monstros são encantados pela beleza de Collen. Ela
Portuguese Edition 18 of 25 vence o round automaticamente se o adversário é um
Wizard monstro.
8
AD&D Ember, o Dragão Vermelho
VR Portuguese Edition 23 of 25
Os feitiços protetores de Alicia lhe dão completa imunidade Monster
contra itens mágicos. 9
AD&D
Zeb, o vermelho VR
Portuguese Edition 19 of 25 Dragon
Monster Voador. Se Ember é derrotado, o vitorioso pode saquar duas
9 cartas como espolio pela vitória (o tesouro do dragão).
AD&D
VR Andra, a Sábia
Nenhum aliado de nível 3 ou menos pode ser usado contra o Portuguese Edition 24 of 25
horrível Zeb. Dragão. Cleric
8
Avatar AD&D
Portuguese Edition 20 of 25 VR
Event Andra carrega um bastão encantado que impede qualquer
AD&D aliado morto-vivo de ser jogado contra ela.
VR
O Avatar destrói instantaneamente todos os campeões e Karm, o Dragão Negro
aliados mortos-vivos. Maléfico. Portuguese Edition 25 of 25
Monster
10
Smolder, o Dragão Vermelho AD&D
Portuguese Edition 21 of 25 VR
Monster Dragon
8 Voador. Karm pole lançar feitiços de mago, mas ele é
AD&D excessivamente ousado; nenhum aliadopode ser unido a ele.
VR

Primeira Edição em Português - Página 109


TERCEIRA EDIÇÃO
Waterdeep Can cast any Wizard spell.
1/3rd
Realm Cormyr can cast spells during phase 3 and 5 of that player's
Forgotten Realms turn. This realm can also cast spells such as Dispel Magic
Coast (346/358/3rd) or Spell Turning (398/3rd) during another
Any champion can use wizard spells when defending player's turn as if it were a champion in that player's pool.
Waterdeep. Spells that are turned back upon Cormyr may or may not affect
it. Death Spell (392/3rd) would do nothing if spell turned to
Menzoberranzan Cormyr, but Creeping Doom (28/FR) would cause the realm to
be razed unless dispelled or otherwise negated. Cormyr is a
2/3rd
good realm to use when casting spells that would affect your
Realm
champions if turned back upon them, such as Wish (46/FR).
Forgotten Realms
Underdark
Can be played at any time. Immune to flyers. Sembia
6/3rd
As with an event, Menzoberranzan can be played at any time, Realm
even if a realm has already been played in phase 1. This Forgotten Realms
makes Menzoberranzan a "must have" card in all decks. Coast
Menzoberranzan cannot be played while Map of Life is in play. Attacking players must discard a card from their hand or pool
Menzoberranzan is immune to flyers, and therefore cannot be for each champion sent forward.
attacked by flyers. However, the ally White Weird, which is a
flyer, can be played as an event to remove a holding from The card must be discarded by the attacking player as soon as
Menzoberranzan. a champion is brought forward to attack, regardless of whether
Because of the phrasing on the card, Menzoberranzan can be or not the defender chooses to defend the realm.
attacked by flyers if Takhisis's Helmet of Power is in play. Each time an opponent brings forth na attacker to attempt to
Although Menzo may be played at any time, the player with raze Sembia, he must discard a card from his hand. The only
priority must be allowed to play first during this "Menzo pause". time this power does not function is if the attacking champion
is immune to the special powers of the realm it's attacking, like
Card Combo: If the holding Border Forts is attached to Jarl the Frost Giant (40/RR) or a champion with Ihe Crown Of
Menzoberranzan it becomes almost impossible to attack. Souls (67/RL).
Playing this realm in the front of a formation may make it a
Ruins of Zhentil Keep target for opposing players' spells and events to raze or
discard it without attacking. Cards that can be attached to
3/3rd
Sembia to help defend against these cards include the Geneva
Realm
Conclave (Promo 2), the Moonwell (23/FR), and Daren's
5
Instant Fortress (29/AR).
Forgotten Realms
Other good cards to play with this realm include Drizzt
Rare
Do'Urden (45/3rd) and Erital Kaanipzirel (81/AR).
Coast
Can defend itself as a level 5 monster and can only be
attacked by clerics. Moonshae Isles
7/3rd
This FORGOTTEN REALMS realm is a good choice for the Realm
front of a player's formation, since its special power limits Forgotten Realms
which champions can attack it. Since only clerics can attack Coast
the Ruins of Zhentil Keep, this realm teamed wish the Living The Moonshaes can defend themselves as a level 2 hero. All
Scroll (408/3rd, automatically defeats heroes and clerics) is a defending allies gain 3 levels.
deadly combination. Champions defending this realm who are
immune to ollensive spells are also good choices when facing Thay
an attacking champion. 8/3rd
The Ruins of Zhentil Keep can defend itself as level 5 Realm
monster champion. This realm champion can have only allies Forgotten Realms
attached during a round of combat, no magical items or Any champion can use wizard spells when defending Thay.
artifacts can be used. If the realm champion is defeated, the
realm is then razed. Other good cards to play with Ruins of Calimshan
Zhentil Keep include the holding Border Forts (198/3rd) and
9/3rd
the event Crossed Blades (8/DL Chase).
Realm
Forgotten Realms
Shadowdale Coast
4/3rd Defending champions gain +1 for each magical item they own.
Realm
Forgotten Realms This FORGOTHEN! REALMS realm is a good one in have if a
Any champion can cast cleric and wizard spells when player has a maximum number of magical items in their deck
defending Shadowdale. (12 under 4th Edition rules). For each magical item a
defending Champion possesses, he gains one additions level.
Cormyr A good choice for a Champion to defend this realm is
5/3rd Mordenkainen (162/3rd), since no magical items attached to
Realm him can be removed by any means.
Forgotten Realms
Coast

Terceira Edição - Página 110


Calimshan liff fur to the south of the Heartlands of the The riders of Narfell add 3 levels to all defending champions
FORGOTTEN REALMS campaign worlit. II /s a hoibed of and allies.
intrigue and double crosses.
Composed of dozens of warring city-states, the nation has 'the Narfell is an excellent realm for decks with high level
potential to outshine all others, Sadly, the political struggles of champions and allies. The defending champion and each ally
Calimshan are out done only by the conflicts between its played gain 3 levels when fighting to protect Narfell against an
merchant lords. attacker. Holdings mat work well with this FORGOTTEN
REALMS realm include Hillsfar (34/3rd), Blackstaff Tower
Pirate Isles (19/FR), and Kestrel's Keep (63/AR).
10/3rd Other good cards to use when defending Narfell include
Realm multiple War Party (54/3rd) allies, the event Surprise Raid
Forgotten Realms (101/3rd), and the Champion Rig Chief Bagoomba (435/3rd).
Coast
Flyers cannot attack this realm. Dragonspear Castle
25/3rd
Vaasa Realm
14/3rd Forgotten Realms
Realm All allies of a defending monster gain 2 levels.
Forgotten Realms
Coast Daggerdale
Vaasa is populated by fierce roving bands of monsters and 26/3rd
barbarians. Heroes of base level 3 or less cannot attack it. Realm
Forgotten Realms
Champions with potent special powers, such as Dr. Allies cannot be used when attacking this realm.
Mordenheim (97/RL or Tasslehoff Burr font (39/DL), cannot
attack this realm. This card works well with the rule card Time Darkhold
of Troubles (99/FR), or other cards which force low 27/3rd
level champions to attack. Because of the small piece of water Realm
in the topleft corner of this realm, it is vulnerable to attacks Forgotten Realms
from swimming champions and allies. All defenders of Darkhold gain 2 levels if Zhentil Keep is in play
anywhere.
The High Forest
16/3rd The special power of Darkhold cannot be used unless the
Realm Ruins of Zhentil Keep (3/3rd) is in play somewhere. If uins of
Forgotten Realms Zhentil Keep is anywhere else in play (your formation or the
Defenders of the High Forest are immune to offensive magical formation of an opponent), champions and allies defending
items. Darkhold each gain 3 levels. Ruins of Zhenlil Keep does not
have to be unrated for this power to be used.
The High Forest is na excellent realm if a defender wants to be Holdings that work well with this FORGOTTEN REALMS realm
immune to offensive magical items held by opposing include Hillsfar (34/3rd), Blackstaff Tower (19/FR), and
champions. Powerful items such as the Shield of Wickedness Kestrel's Keep (63/AR).
(316/3rd) and the Sword of the High King (5/PO) do not affect Other good cards to use when defending Darkhold include
any champion defending the High Forest. This power is only multiple War Party (54/ 3rd) allies, the event Surprise Raid
good against offensive magical items, and does nothing to the (101 /3rd), and the Champion Big Chief Bagoomba (435/3rd).
powers or bonuses of defensive magical items. Champions
that are proof against the special Evermeet
power of this realm include Jar! the Frost Giant (40/RR), and a 29/3rd
champion with the artifact Crown of Souls (67/RL). Realm
Forgotten Realms
Rashemen Special
22/3rd Realm
Realm Any champion can use wizard spells when defending
Forgotten Realms Evermeet. Flyers, swimmers and earthwalkers cannot attack it.
Coast
Red Wizard champions may not attack Rashemen. All other The Trollmoors
wizards lose 2 levels when attacking. 30/3rd
Realm
Good cards to play with Rashemen include the holdings Castle Forgotten Realms
Draw (37/3rd) and Keep of the Dead (64/AR), or lhe champion The Trollmoors regenerate and must be defeated twice in one
The Living Scroll (408/3rd) and the event The Apple of His Eye turn before being razed.
(12/FR chase),
To become razed and flipped down, Trollmoors must be
Damara defeated twice in a row during one battle. These defeats need
23/3rd not be on consecutive rounds of a battle, but must be during
Realm the attacking player's turn. The realm cannot be
Forgotten Realms razed once by one player, then again by a second; it must be
Special done by one player in one battle. When the realm is first
Double the level of a defending Forgotten Realms champion. defeated but not flipped, the attacker does not gain a spoils of
victory.
Narfell A good tactic to use with this realm is to allow it to be razed
24/3rd once by a champion that is too powerful to be defeated. This
Realm allows a defender to Lxmore selective in which attacking
Forgotten Realms champions he thinks he can defeat.
Coast

Terceira Edição - Página 111


Good cards to play with this realm include the holding Border Fortification
Forts (198/3rd), the champions Drizzt Do'Urden (45/3rd) and 38/3rd
Erital Kaan-lp/irel (81/AR), and the artifact the Shield of Huma Holding
(53/DL). Forgotten Realms
Common
Berdusk Each defender of the attached realm gains 3 levels.
31/3rd
Holding Selune
Forgotten Realms 39/3rd
UC Holding
A wizard or cleric gains 3 levels when defending the attached Forgotten Realms
realm. Common
Undead cannot attack the attached realm.
Tantras
32/3rd Peasant Militia
Holding 40/3rd
Forgotten Realms Holding
UC Forgotten Realms
No spells can be cast when attacking or defending Tantras. Common
Each champion and ally attacking the attached realm loses 1
Mulmaster level.
33/3rd
Holding Alias the Sell-Sword
Forgotten Realms 41/3rd
UC Hero
Draw another card every time a spell card is played. 6
Forgotten Realms
Hillsfar UC
34/3rd Immune to offensive spells.
Holding
Forgotten Realms King Azoun IV
UC 42/3rd
Any champion gains 3 levels when defending the attached Hero
realm. 7
Forgotten Realms
Suzail R
35/3rd All allies of King Azoun IV gain 1 level.
Holding
Forgotten Realms Maligor the Red
UC 43/3rd
Any champion can cast wizard spells when defending the Wizard
attached realm. If attached to Cormyr, all defenders also gain 4 4
levels. Forgotten Realms
R
Arabel Once per battle Maligor can shift one opposing ally to his own
36/3rd side.
Holding
Forgotten Realms Elmister the Mage
UC 44/3rd
The attached realm can defend itself as a level 4 monster. Wizard
9
Castle Draw Forgotten Realms
37/3rd R
Holding Immune to offensive spells.
Forgotten Realms
Uncommon Drizzt Do'Urden
The foul air of Castle Draw causes each attacking champion to 45/3rd
become ill. All champions, even if victorious, are discarded. Hero
8
An attacking Champion is even discarded if the champion has Forgotten Realms
the Power to withdraw from combat, such as Erital Kaan-Ipzirel Common
(81/AR) or Seluna Darkenstar (20/PO). Simply attacking the Elf (drow)
realm causes the champion to be discarded at the end of When defending Drizzt must be defeated twice in one battle
combat. If successful , that player can bring another champion before he is discarded.
to continue the battle.
Champions that are immune to the effects of holdings include Drizzt's special power makes him a very effective defender.
Oonga the Ape (30/RR) and Ankhtepot (84/RL). Other cards Because this power activates upon defeat in battle, the power
that can counter Castle Draw include the Horn of Blasting is negated by the Ring of Reversion and Thought Eater.
(53/FR) and Tuigan Invasion (36/PO). Good choices for realms
to attach Castle Draw include The Trollmoors (30/3rd) and The
Midnight, Goddess of Magic
Coral Kingdom (11/FR).
46/3rd
Wizard
7

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Forgotten Realms 4
Rare Common
If only one Midnight is in play, wizards cannot cast spells Orc
without her permission. She also destroys all magical items If more than two of this card are involved in one round of
held by the opposing champion. combat (on either side), each war party receives an additional
+4 for each war party in play. No limit per deck.
Wizards must ask Midnight's permission to cast spells, even
cleric spells. Once a wizard receives Midnight's permission, This 3rd edition ally is one of only a few cards that circumvents
that permission cannot be revoked until the start of the next the core SPELLFIRE game rules. This card's special power
player's turn. Wizards may ask permission before playing a allows a player to put more than one of this particular ally in a
spell card. Only Wizards need to ask permission. Other 55 card deck.
champions capable of casting wizard spells do not need This power does not apply to 1st or 2nd Editions of War Party,
Midnight's permission. since neither of those versions has the special power of no
limit per deck. Because of this ruling, it is possible to have 1st
Torg Mac Cei, the Ironlord or 2nd and 3rd editions of this card in one deck; but those
47/3rd cards are limited to one per deck.
Hero The effect this ally has in battle come into play only if multiple
6 War Parties are played during one round of combat. Each War
Forgotten Realms Party played after the first two gains a large bonus. Three
Uncommon totals +48, four +80, and so on. This applies to War Parties on
Dwarf both sides of the battle.
Torg's level is doubled when defending or attacking the Great Other cards that make War Party even deadlier include
Rift. Surprise Raid (101 /3rd) and The Forbidden City (2/RR).

The Pereghost Crime Lord


48/3rd 55/3rd
Monster Hero
7 7
Forgotten Realms Common
R Harmful
All the pereghost's allies gain 2 levels. The Crime Lord can also be played as an event to destroy one
holding. The destroyed holding and the Crime Lord are
discarded.
Marco Volo
50/3rd
Adventurers
Heroe
3 56/3rd
Forgotten Realms Hero
UC 4
At the start of the player's turn, he can look at the top card of Common
any draw pile and discard it if he wants. All allies of these adventurers gain 1 level.

The Harpers The Jotunslayers


51/3rd 57/3rd
Heroe Hero
3 4
Forgotten Realms Forgotten Realms
UC Common
The Harpers can cast wizard and cleric spells, but the player Dwarf
must choose one type (wizard or cleric) in each battle when The Jotunslayers are level 8 if the opposing champion is a
this card is used. monster.

Gnomes of Samek Armies of Bloodstone


52/3rd 58/3rd
Hero Ally
4 4
Forgotten Realms Uncommon
Uncommon This ally can "save" a champion - the player can withdraw his
Gnome champion from combat and continue with a new one (allies
Gnome. Earthwalker. The gnomes' armor gives them the and spells are discarded). The "rescued" champion cannot
ability to ignore one ally, magical item, or offensive spell each attack or defend until this player's next turn.
round.
The Iron Legion
Adventurers! 59/3rd
53/3rd Ally
Hero 3
3 Common
Forgotten Realms This ally instills fear in all opposing heroes, reducing their base
Uncommon level to 0 in battle.
Can use cleric and wizard spells.
Tergoz Tenhammer
War Party 60/3rd
54/3rd Hero
Ally 5
Greyhawk

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Common May be discarded at any time from a player's pool to eliminate
Tergoz's mighty hammer has slayed ten men with one blow! any ally from play.
Allies are so terrified they cannot be played against Tergoz.
Cleric of Mask
Myrmidons 70/3rd
61/3rd Cleric
Ally 5
4 Forgotten Realms
Rare R
When the Myrmidons are discarded, the player shuffles all This card and attached magical items and artifact are kept face
discards back into the draw deck. down, and revealed only in battle.

After being used in battle, the Myrmidons are discarded like Drow Matron
any other ally. The entire discard pile, including the 71/3rd
Myrmidons, is then shuffled back into the draw pile. Wizard
The Myrmidons' power is not triggered if the card is sent to 5
Limbo or the Abyss. Forgotten Realms
Uncommon
The Magister Elf (drow)
62/3rd The drow matron gains 3 levels when defending
Wizard Menzoberranzan.
4
Forgotten Realms Dracolich
Rare 72/3rd
Immune to psionicists. The magister and all attached items can Monster
be moved from the player's pool to his hand during his phase 6
5. Forgotten Realms
Rare
Karlott the Shaman Can use wizard spells. Undead. Flyer.
63/3rd
Cleric Vasos Flameslayer
4 73/3rd
Forgotten Realms Hero
Uncommon 5
Must remain in his pool for one turn; after that, he may be Forgotten Realms
discarded to the Abyss to retrieve a used event to the player's Rare
hand Dwarf
Vasos gains 3 levels when fighting monsters.
Acording do the game’s current rules, Karlott can be sent to
the Abyss to bring an event found there to his player’s hand Allisa of the Mist
(and not an used event, since they’re put in the Void, not into
74/3rd
the Abyss), which makes the card much weaker than its
Hero
original special power.
5
Forgotten Realms
King Halvor II C
64/3rd Allisa gains 3 levels when fighting monsters.
Hero
5 Grypht the Saurial
Forgotten Realms
75/3rd
Uncommon
Wizard
The king has a permanent +5 magical item (flaming sword)
4
attached to him that cannot be removed by any means
Forgotten Realms
Uncommon
Pteranadon Negates the levels and special powers of all offensive magical
65/3rd items of less than +4 enchantment.
Ally
+2 This champion is extremely effective against offensive magical
The Pteranadon gains 3 levels when defending Chult. items of less than +4 enchantment. This immunity includes
offensive magical items that have no level bonus, such as the
Freater Feyr Shield of Wickedness (316/3rd) or Coibhniu's Warhammer
66/3rd (32/UD). Grypht is, however, affected by the level bonus of
Monsters defensive magical items, such as the Necklace of Protection
5 (34/UD) or Midnight's Mask of Disguise (16/AR). This
Forgotten Realms champion works well with other cards that offer some type of
The first enemy ally played against the feyr in each battle is immunity. Such cards include the All-Knowing Eye of Yasmin
discarded immediately. Sira flO/AR), the Net of Entrapment (217/3rd), and the Figurine
of Wondrous Power (98/3rd). Since Grypht is a wizard
Cleric of Torm champion, his ability to use spells like Wish (46/FR) and
Limited Wish (43/FR) can protect him from other powerful card
69/3rd
Cleric combinations.
5 Saurials are not considered dragons.
Forgotten Realms
Rare

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Worden Ironfist Forgotten Realms
76/3rd Uncommon
Hero Dwarf, Earthwalker. Particularly proud of his ability to cleave
5 through an opponent, Dagrande gets twice as many Spoils of
Forgotten Realms Victory if victorious.
Rare
Dwarf Dagrande must meet the normal conditions required for Spoils
Worden gains 3 levels when fighting monsters. of Victory, but can draw two cards if spoils are earned

Dagrandc is another dwarf hero with the ability of earth Will


Amaril
king, making him an excel Ion I choice as an attacking
77/3rd champion. What makes this champion extra special when
Cleric attacking is the power to draw twice as many cards if he is to
3 get a spoils of victory. Unlike Tithian (301 /3rd) or Joilet the
Forgotten Realms Rash (7H/3rd), Dagrande does not gain a spoils simply for
If Amarill is defeated, the player can pull one other champion winning a battle, unless he is defending a realm. When
from his discards and return it to his hand. attacking, he must actually raze the realm before obtaining a
spoils. If some other Si'P i MKI; card gives Dagrande the ability
Joliet the Rash to draw more than one spoils of victory, such as The Golden
78/3rd Age (22/DL Chase), then that amount is doubled. Hence, if he
Hero is supposed to draw one spoils, He would draw two; two spoils
4 equals four, and so on. Unless otherwise stated, any of the
Forgotten Realms spoils drawn can be played immediately.
Common
Once in play, Joliet must attack each turn, if possible, or be Mind Flyer
discarded. If victorious when attacking, Joliet gets a spoils of 83/3rd
victory, even if a realm is not razed. Ally
+3
If Joilet wins a round of battle, he draws and can play a spoils When played, the mind flayer can immediately shift one
of victory. The battle may continue, and if the realm under opposing ally to its own side for that round of battle. The ally
attack is ultimately razed, the player may draw and play loses 1 level.
another card as spoils of victory.
Noble Djinni
The beneficial results of using Joliet the Rash in combat are
better lli.in normal — but not without a price. Each round that 84/3rd
this champion is in a player's pool, he must attack or be Ally
discarded. If Joliet cannot attack for reasons beyond his 4
player's control, he is not discarded. Possible reasons for Joliet Rare
not being able to attack include a realm's power, such as Doc's The opponent cannot play flyers this round and all opposing
Island (5/RR), or an event that prevents attacks, such as Solid flyers already in the battle are discarded.
Fog(382/3rd). If Joliet is victorious when attacking, even IF the
realm is not razed, that player draws a spoils of victory. Cards If played against a flying champion or ally, the Noble Djinni
that aid this champion in battle, such as the Sword of the High causes the card to be discarded.
King (5/PO) or the Net of Entrapment (217/3rd), work well as However, it is important to note that the Noble Djinni itself is
attached items. not a flyer. Since there are a fair number of flying champions
and allies, the Noble Djinni becomes one of the more powerful
instant defeat allies in the SPELLFIRE game.
Dwarf of Earthfast
The use of the Noble Djinni can also be preventative, keeping
79/3rd an opponent from playing flying allies during the course of a
Hero battle. It can also be used in conjunction with the Staff of
2 Conjuring (105/3rd) to keep flyers out of more than one round
Forgotten Realms of combat.
Common
Gains 4 levels if the opposing champion is a monster.
Intellect Devourer
86/3rd
The Black Courser
Ally
80/3rd 1
Monster Uncommon
4 Immediately destroys an opposing champion of level 5 or less.
Forgotten Realms
The Black Courser's level is 8 when fighting dragons or Though this ally's level bonus is only +1, its special power is
undead. devastating given the right circumstances. The power of the
Intellect Devon rer discards any opposing Champion of base
Hornhead Saurial level 5 or less, regardless of the level bonuses of attached
81/3rd items,
Ally allies, or levels gained from events. This ally is best saved as a
3 special surprise for an attacking low level champion.
Common Cards that work well with this ally include rule cards
The attached champion and all his allies are immune to Brandobaris Inversion (65/PO) and the Time of Troubles
magical items of +3 or less. (99/FR), forcing lower level champions to be played. Since
lower level champions are forced to face off against the Living
Dagrande Wall (58/PO), the Intellect Devourer is also a good ally for that
82/3rd champion.
Hero
4

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Shandrill Weapon
87/3rd The bonus becomes +5 levels if attached to a cleric. (Off)
Hero
3 Horrors of the Abyss
Forgotten Realms 96/3rd
Immune to offensive spells. Wizard Spell
5
Cleric of Malar Uncommon
89/3rd After the round of battle is concluded (win or lose), this spell
Cleric and the opposing champion are sent to the Abyss. (Off/4/5)
4
Forgotten Realms Figurine of Wondrous Power
This cleric gains 2 levels when attacking realms from outside 98/3rd
the Forgotten Realms. Magical Item
3
Airship Common
90/3rd The bearer is immune to psionic attacks. If on the losing side
Event of a battle, he can eliminate one magical item in play. (Off)
Uncommon
Harmful Cataclysm!
Destroys any two allies chosen by this card's player; choice 99/3rd
does not have to be immediate. (Harmful) Event
Uncommon
Airship's power to destroy two allies need not be used all at Harmful
once. It can destroy one ally, and then later destroy a second Destroys one realm of the player's choice; that realm is
ally. Because of the additional wording on the 3rd edition card, discarded.
Airship remains in play until the second ally is destroyed, even
if the current battle is over. A "must have" card for all decks. This is a very powerful event,
Airship can be used as a counter-effect card against allies. For since it forces an opponent's realm to be discarded. If a
example, if Loup-Garou is played, Airship can be immediately player's last realm is discarded, he must discard his pool at the
played to discard the Loup-Garou without having to play a end of the current turn. Immediately playing Menzoberranzan
magical item. or Caer Allison will prevent loss of the pool.
Because Airship is an event, it may be played at any time. This If Cataclysm! is played by the attacking player during a battle
includes players not involved in the current combat. (known as Ward's Cataclysm!), the battle is over and the
attacker is entitled to Spoils of Victory. Each champion returns
Bad Omens to its pool.
91/3rd
Event Cúpula BSW 2016: o termo destroy/destruir NÃO deve
Uncommon continuar sendo entendido como sinônimo de arrasar, mas sim
Harmful de DESCARTAR, de forma que as cartas acima (e outras que
All champions and allies, other than the event player's, lose 2 contenham o referido verbo) passem a afetar reinos
levels until the player's next turn. (Harmful) arrasados.

Fortunate Omens Good Fortune


92/3rd 100/3rd
Event Event
Uncommon Uncommon
This player's allies gain 3 levels until his next turn. (Helpful) Helpful
The player of this card draws five cards immediately.
Rod of Shapechange
Surprise Raid
93/3rd
Artifact 101/3rd
Forgothen Realms Event
Uncommon Common
Select any champion from the discard pile and use it in battle Helpful
in place of this champion. After winning the battle, this The player's champion and allies are doubled in level for one
champion and artifact return to the pool; the substitute is round of battle.
discarded.
The champion's modified level at the time the event is played
is doubled. Cards that modify the champion’s level (e.g.
Dwarven Hammer
artifacts, magical items, spells, etc.) that are played
94/3rd subsequent to the event are not doubled. Allies are doubled
Magical Item regardless of when played.
3
Rare
Banner of the One-Eyed God
Weapon
The mighty hammer of the dwarves slays any giant opposing 102/3rd
the attached champion. (Off) Magical Item
+1
Common
Staff of Striking
All of this champion's allies gain 1 level. (Def)
95/3rd
Magical Item
3
Rare

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Viperhand The Free City of Greyhawk
103/3rd 111/3rd
Magical Item realm
Uncommon Greyhawk
Any champion with the Viperhand can cast wizard spells. (Def) Rare
Coast
Orb of Doom Any champion defending Greyhawk can cast cleric and wizard
104/3rd spells.
Magical Item
2 The Lands of Iuz
Common 112/3rd
The attached champion may attack again this round if realm
victorious. If he razes a realm, the champion and all Greyhawk
attachments are discarded (Def) UC
Coast
The Orb of Doom allows a champion a second attack in the Any champion defending the Lands of Iuz can cast wizard
same battle. The champion may only attack two times. spells. All defenders gain 3 levels if anyone has Iuz in play.

Staff of Conjuring The Pomarj


105/3rd 113/3rd
Magical Item Realm
5 Greyhawk
Common M
Can retrieve an ally from the discard pile during each battle the Coast
attached champion is in. If defeated, the staff is broken and A monster defending the Pomarj gains 3 levels.
sent to the Abyss. (Def)
Hold of the Sea Princes
The retrieved ally may be placed in the hand. Whether or not 114/3rd
the retrieved ally is taken to the hand, the ally cannot be realm
brought into play until the player is losing the round of battle, Greyhawk
just as cards cannot be played unless a player is losing the M
round. Coast.
This realm can defend itself as a level 1 champion.
Spell of Formless Horror
106/3rd The Yeomanry
Wizard Spell 115/3rd
3 Realm
Uncommon Greyhawk
Cast on opposing champion to reduce its level by 3. Spell Special
remains until dispelled. Earthwalkers gain 2 levels when defending the Yeomanry.

Safe Harbor Blackmoor


107/3rd 116/3rd
Event Realm
Rare Greyhawk
Helpful UC
Every player can immediately rebuild one razed realm. Coast
All magical items and artifacts defending Blackmoor gain 2
Labor of Legend levels.
108/3rd
Event The Horned Society
Common 117/3rd
Helpful Realm
One razed realm is rebuilt by a champion from the player's Greyhawk
pool; the champion is discarded. Special
Coast
Wand of Light At the start of this player's turn, send one champion to Limbo
109/3rd until the end of that player's next turn.
Magical Item
3 The Wolf Nomads
Uncommon 118/3rd
Any undead, werecreature, or vampire loses 2 levels against Realm
the wand. (Off) Greyhawk
Special
Elf Galleon Coast
110/3rd The Wolf Nomads are immune to the power of Iuz the Evil. But
Ally they are fearful of dragons, and dragons gain 1 level when
3 attacking this realm.
Rare
Flyer. Swimmer. All allies played after the elf galleon in this
battle are also flyers and swimmers.

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Sterich Celene
119/3rd 128/3rd
Realm Realm
Greyhawk Greyhawk
Realm Special
Any monster defending Sterich gains 5 levels. Monsters cannot attack or defend Celene. Elves gain 2 levels
when defending this realm.
Nyrond
120/3rd The Bright Desert
Realm 129/3rd
Greyhawk Realm
Elves, gnomes, and halflings gain 3 levels when defending Greyhawk
Nyrond. Special
Coast
Veluna Cannot be attacked by heroes.
121/3rd Theocracy of the Pale
Realm 130/3rd
Greyhawk Realm
Special Greyhawk
Any champion defending Veluna can use cleric spells. Special
Clerics refuse to attack the Theocracy; clerics who defend the
Furyondy realm, however, double their base level.
122/3rd
Realm The Bone March
Greyhawk 131/3rd
Special Realm
Coast Greyhawk
When first played, Furyondy can remove one wizard from play Special
(the wizard is discarded). Coast
Heroes cannot be played in defense of this realm. Undead
The Great Kingdom defenders gain 4 levels.
123/3rd
Realm The Duchy of Urnst
Greyhawk 132/3rd
No undead can attack the Great Kingdom. The player's Realm
maximum hand increases by two. Greyhawk
Special
Temple of Elemental Evil The naval fleet of the duchy is so powerful that the realm is
124/3rd immune to swimmers.
Realm
Greyhawk The Sea Barons
Uncommon 133/3rd
Draw three cards immediately when the temple is played. Realm
Greyhawk
Greyhawk Ruins Special
125/3rd Coast
Realm Any holding attached to the Great Kingdom also applies to this
Greyhawk realm.
Uncommon
All Greyhawk champions of this player gain 2 levels. HookHill
134/3rd
Perrenland Realm
126/3rd Greyhawk
Realm Common
Greyhawk This player's Geryhawk realms are immune to offensive spells
Special and harmful events if Bissel is also in play anywhere.
Coast
Maximum hand size for all opposing players is reduced by one. The special power of this GREYHAWK realm functions only if
the realm Bissel (!34/2nd) is somewhere in play (held either by
the same player or an opponent).The difficulty here is that
Keoland
Bissel was a 1st and 2nd Edition SPELLFIRE card, and was
127/3rd replaced with Hookhill in 3rd Edition. Hence, the realm Bissel
Realm is no longer in print and may be hard to find.
Greyhawk If both Hookhill and Bissel are in play at the same time, all
Special GREYHAWK realms held by the owner of Hookhill are immune
Can defend itself as a level 0 hero and use allies and magical to offensive wizard and cleric spells and harmful events. This
items. If this hero successfully defends the realm, he can keep combination protects against cards like Creeping Doom
one ally or magical item. (28/FR), Estate Transference (437/3rd), and Cataclysm!
(99/3rd).
This special power protects only realms, and not defenders or
other champions in that player's pool. However, this immunity
is transferred to any holdings attached to that player's
GREYHAWK realms.

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The Scarlet Brotherhood If Iuz the Evil is in play, this player's undead are doubled in
135/3rd base level.
Realm
Greyhawk Ancient Arms of the Great Kingdom
Uncommon 145/3rd
Coast Holding
Player can eliminate one champion from any pool at the start Greyhawk
of his turn. This realm is then razed. Rare
All undead allies of this player are tripled in level, when
Irongate attacking or defending.
136/3rd
Realm If the Ancient Arms of the Great Kingdom is copied using
Greyhawk Hallucinatory Terrain, the player's undead allies' levels are
Special multiplied by nine.
Coast
This player's Geryhawk champions are immune to offensive Ancient Arms of Furyondy
spells and harmful events if Irongate is also in play anywhere. 146/3rd
Holding
Principality of Ulek Greyhawk
137/3rd Common
Realm The attached realm deflects all offensive spells and harmful
Greyhawk events directed at it to any other realm of the player's choice.
Common
Coast Cúpula BSW 2010: Foi tornada Counter-effect, portanto pode
This realm has coastal fortifications and is immune to all ser baixada a qualquer momento para obter seu poder de
swimmers. refletir eventos maléficos e feitiços ofensivos para qualquer
reino em jogo à escolha de seu possuidor. Esta carta só afeta
eventos e feitiços lançados contra os reinos.
County of Sunndi
138/3rd
Ancient Arms of Nyrond
Realm
Greyhawk 147/3rd
Common Holding
Any champion can use wizard spells when defending the Greyhawk
County of Sunndi; spells are doubled in level. Common
This player's monsters have the ability to fly, swim, or
earthwalk as needed.
Duchy of Tenh
139/3rd
Skull Keep
Realm
Greyhawk 148/3rd
Common Holding
If Menzoberranzan is played or razed while this realm is in 4
play, this player draws 3 cards. Greyhawk
Common
Any champion defending the attached realm gains 4 levels.
Burneal Forest
140/3rd
Fortification
Realm
Greyhawk 149/3rd
Common Holding
Any champion and allies who attack Burneal Forest lose 2 Greyhawk
levels. The attached realm and all its defenders are immune to
offensive wizard and cleric spells.
Castle Hart
Siege!
141/3rd
Holding 150/3rd
Greyhawk Event
Common Uncommon
Any champion and allies defending Castle Hart gain 2 levels. Razes the first realm of every player, regardless of special
powers; if a player's first realm is already razed, he ignores this
event. (Harmful)
Ancient Arms of the Horned Society
142/3rd
War Banner
Holding
5 151/3rd
Greyhawk Magical Item
Rare +1
This player's Greyhawk monsters all have the ability to Common
earthwalk, as do their allies. Every champion and ally of this player gains 1 level. (Def)

Ancient Arms of Greyhawk Codex of the Infinite Planes


144/3rd 152/3rd
Holding Artifact
Greyhawk Greyhawk
Rare Common

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All of this player's champions are immune to offensive magical Mordenkainen's special power refers to removal of magical
items and spells. (Def) items against the player's will. Magical items whose power is
triggered by voluntarily discarding the item, such as
Crystal of the Ebon Flame Blamblower and Well of Many Worlds can still be discarded
153/3rd and used normally.
Magical Item When Drawmij is in battle, he cannot borrow a magical item
+6 from Mordenkainen.
Uncommon
The champion who holds this crystal must attack on his turn or Tysiln San
be discarded. (Off) 163/3rd
Wizard
Hordes of Castle Greyhawk 5
154/3rd Greyhawk
Ally Uncommon
5 Elf (drow). This champion hates Dragonlance heroes and
Rare automatically wins any battle against them.
If used in the victorious defense of a Greyhawk realm, these
allies remain with the realm until it is razed. Iuz the Evil
167/3rd
Lich Conclave Monster
155/3rd 8
Monster Greyhawk
5 Uncommon
Greyhawk Iuz can cast wizard spells. If defeated, Iuz forces one razed
Common enemy realm to be discarded, or razes one realm.
Undead. Can cast wizard and cleric spells. All allies played
with it become undead. When defeated in battle, Iuz gets to raze any realm (player's
choice) or discard any razed realm. Iuz can choose to affect a
realm of a player not involved in the battle. Once Iuz enters
Eye and Hand of Vecna
battle, his power can be triggered. Thus if an opponent plays
156/3rd Treasure or Wish to remove Iuz before putting forth a
Artifact defender, Iuz can still raze a realm. Because Iuz's power
5/2 activates upon defeat in battle, the power is negated by the
Greyhawk Ring of Reversion and Thought Eater. Iuz never gets spoils of
Uncommon victory when losing, even if he razes the realm he was
The attached champion gains 6 levels when attacking, 2 when attacking.
defending.
Card Combo (from Liga BSW Forum): O combo Iuz, o
For purposes of determining a champion's level while in the Maligno com Sabotador Suicida é válido, desde que o reino
pool, the Eye and Hand of Vecna adds 2 levels. arrasado não seja o reino que está sendo atacado. Desta
forma Iuz arrasa não um, mas dois reinos de seu adversário,
Orb of Dragonkind mesmo se o campeão defensor tenha um nível menor do que
157/3rd o de Iuz!
Artifact
4 Avatar’s Bane
Greyhawk 169/3rd
Uncommon Ally
This player's GREYHAWK realms and their defenders cannot 4
be attacked by dragons or monsters Rare
Undead. If on the losing side of a battle, this ally destroys one
Baba Yaga's Hut avatar in play anywhere, chosen by this player.
158/3rd
Artifact Sysania
Greyhawk 170/3rd
Uncommon Cleric
All of this player's allies are considered flyers. 4
Greyhawk
Chariot of Lyrx Uncommon
159/3rd Flyer. Sysania confers the ability to fly on all allies played with
Artifact her.
3
Greyhawk Kiara
Rare 171/3rd
The attached champion gains 3 levels and becomes a flyer; all Hero
allies can also fly. 2
Greyhawk
Mordenkainen Uncommon
162/3rd Elf
Wizard Kiara can destroy one magical item being used against her.
7 The affected item is discarded.
Greyhawk
Rare This card’s special powers only affects an opposing champion.
Any magical item attached to Mordenkainen cannot be
removed by any means.

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Hettman Tsurin 2
172/3rd Common
Hero This ally negates the special power of one ally (chosen by this
2 player).
Greyhawk
Rare Thorvid
If Hettman does not attack, at the end of his turn the player can 185/3rd
randomly draw one card from another player's hand and Hero
discard it. Thorvid gains 3 levels when fighting monsters, undead, or
flyers.
Cúpula BSW 2021: O poder deste campeão pode ser usado
no primeiro turno do jogo, antes que o jogador adversário For further information see SFGR 1, p. 158.
tenha sequer jogado, pois a carta não faz qualquer menção ao
fato de o oponente ter ou não jogado um turno, condicionando Nenioc
o uso do poder ao fato de Hettman ter ou não entrado em 187/3rd
combate. Cleric
5
Mist Wolf Greyhawk
175/3rd Uncommon
Event Nenioc may be sacrificed to bring out an avatar, but she is
Rare shuffled back into the player’s draw pile rather than discarded.
Harmful
No allies can be played until this player's next turn. Allies in Young Gold Dragon
play are discarded immediately. 188/3rd
Monster
Tyrinon 4
176/3rd Greyhawk
Hero Common
5 Flyer. The Dragon can use wizard spell.
Greyhawk
Uncommon Arch-Druid
Flyer 189/3rd
Tyrinon's allies all become flyers. They are strengthened by his Cleric
presence, and each gains 2 levels. 4
Greyhawk
Quagmiela the Dragon Rare
177/3rd All other clerics must ask the arch-druid for permission to cast
Monster spells. While the arch-druid is in play, no avatars may be
5 played.
Greyhawk
Uncommon Hell Hound
Flyer 190/3rd
Alone of monsters Quagmiela can stand against the Lovely Ally
Colleen (perhaps because he attacks from behind); combat is 5
resolved normally. Uncommon
All cards friendly to the hell hound are immune to fireball
Berserk Wrath! spells.
180/3rd
Event Skeleton Commander
Rare 192/3rd
Only this player’s heroes gain 5 levels until the end of his next Ally
turn. 3
Rare
Wolf Nomads Undead. Level rises to 6 if played from 6 pm to 6 am. Any
181/3rd magical item weapons held by the opposing champion are
Hero discarded and no more can be played.
4
Greyhawk Skeleton
Common 193/3rd
The nomads gain 2 levels if Mika is in the player's pool. Ally
1
Miles Common
183/3rd Undead. The skeleton multiplies: it gains 4 levels for each
Ally additional undead ally played with it.
2
Uncommon Winged Horror
If played against a champion who has 4 or more attached 194/3rd
cards, Miles strips the champion of all but one card (chosen by Monster
the opposing player). 7
Greyhawk
Trystan Uncommon
184/3rd Undead. Flyer. Any magical item weapons attached to the
Ally horror are doubled in level.

Terceira Edição - Página 121


All opposing players must discard one champion from their
Treants of the Grandwood pool (chosen by this player). (Harmful)
195/3rd
Ally Bruce's Revenge
5 203/3rd
Uncommon Event
The treants and all cards in the player's force are immune to all Common
offensive wizard spells except fireball. This player can swap two of his opponent's realms with each
other in their formations; any attached holdings are discarded.
Rangers of Hornwood (Harmful)
196/3rd
Hero Bribery!
4 204/3rd
Greyhawk Event
Common Rare
This ranger automatically defeats all Forgotten Realms heroes. Harmful
Play immediately after champions are selected. The bribed
Border Forts champion returns to the owner's pool and that player must
198/3rd select another champion or lose the battle.
Holding
Forgotten Realms Charge!
Common 205/3rd
Only flyers can attack the attached realm. Event
Uncommon
Card Combo: With Border Forts attached, Menzoberranzan Helpful
becomes almost impossible to attack. All of this player's champions gain 3 levels until the end of the
player's next turn.

Ren's Crystal Ball Kevin's Blade of Doom


199/3rd 206/3rd
Artifact Magical Item
Greyhawk 2
Common Common
At the beginning of his turn, the owner of Ren's crystal ball can Sword
inspect the top three cards of any deck and discard one. If the combat level of the attached hero or monster is greater
than 20 (after all modifiers), the champion automatically wins
Falcon Figurine the battle. (Off)
200/3rd
Magical Item Ancient Arms of Veluna
2 209/3rd
Uncommon Holding
Confers the ability to teleport; the attached champion and all Greyhawk
allies can attack any realm, regardless of powers. (Def) Common
All allies played in the successful defense of any Greyhawk
Transformation! realm held by this player are resurrected (returned to his hand)
201/3rd instead of discarded.
Event
Common Flight
All players must discard their hands and immediately draw five 211/3rd
cards. (Harmful) Wizard Spell
Common
This card strikes all players equally, but there are ways to Champion and all allies become flyers for this battle. (Def/4)
skew the effects in your favor. If you can't play this event so it
hurts an opponent while helping you, it is no better than Good Shapechange
Fortune (100/1st) and possibly worse. Calm (400/1st) is 212/3rd
effective against Transformation. Wizard Spell
One use for Transformation is to save it for battle: Once you 6
have used your other cards attacking or defending, play this Rare
event to replenish your hand. Ideally, play the card when your (Def 3/4)
opponent has more than five cards. This is more likely in a The caster can choose to become a different champion type
multiplayer game, when you have depleted your hand (cleric, wizard, hero, monster, or psionicist) for this round of
defending against several attacks. battle.
The card can also be used offensively If you have depleted
your hand, wail until your opponent draws cards to begin a turn
Barbarian's Revenge
(or has just played Good Fortune). Before he can play any of
the just-drawn cards, play Transformation! Transformation also 213/3rd
depletes a deck faster, possibly ending a game sooner. Event
Rare
All players who have four or more unrazed realms in play must
Slave Revolt!
discard a realm from their formation or two realms from their
202/3rd hand. This event is immune to Limited Wish. (Harmful)
Event
Uncommon

Terceira Edição - Página 122


Storm at Sea Realm
214/3rd 4
Event Dark Sun
Rare Special Realm
All players draw three cards face up. Any realms drawn must Allies cannot be played to attack Urik. Urik can defend itself as
be discarded immediately. All other cards are kept in hand. a level 4 champion.
(Harmful)
Urik defends itself as a hero, since no particular type of
This is an event used to prevent opponents from getting champion is specified on the card.
realms, though it can affect the event player as well. Storm at
Sea is also an event that can be played to draw cards into a Tyr
player's hand (though you do have to discard any realms you 224/3rd
draw). Realm
If the event player has ample realms in his hand, or another 5
card to negate this event for him, Storm at Sea is a good event Dark Sun
to have. This event could also be one of desperation, playing it Special
if you're in dire need of cards for battle or another situation. Owner draws one extra card per turn. Tyr can defend itself as
This event can be Calmed (400/3rd) for individual players, or a level 5 hero.
can be canceled all together with Limited Wish (43/ FR),
Intercession (48/RR),and similar cards. The extra card is drawn during phase 1, so no extra card is
Cards drawn through the use of Storm at Sea are not drawn on the turn in which Tyr is first played.
considered spoils of victory, and cannot be put into play out of
turn. Cúpula BSW 2021: A carta extra deve ser comprada apenas
no turno seguinte ao em que essas cartas forem jogadas.
Ancient Arms of the Shield Lands
216/3rd Gulg
Holding 225/3rd
Greyhawk Realm
Common 7
Attach this holding to a razed Greyhawk realm to rebuild it Dark Sun
instantly, causing one other Greyhawk realm in play to be Uncommon
razed (chosen by this player). Limit one per deck. The first ally to attack Gulg itself each battle is destroyed. Gulg
can defend itself as a level 7 hero.
The player of the Ancient Arms of the Shield Lands should be
careful; if no other player has an unrazed Greyhawk realm, the Nibenay
player must raze one of his own Greyhawk realms. If there are 226/3rd
no unrazed Greyhawk realms in play, the realm rebuilt with the Realm
Ancient Arms of the Shield Lands must be razed. Dark Sun
Uncommon
Net of Entrapment This card is not flipped face down unless Nibenay is razed
217/3rd twice in a row.
Magical Item
Uncommon This card would more properly have been worded "In order to
This champion's opponent cannot play allies. (Off) be razed, Nibenay must be defeated twice in one battle". The
defeats do not have to come in successive rounds. The
The Net prohibits an opponent from playing allies. Any allies attacker does not receive spoils of victory until the realm is
played before the Net is played are discarded. defeated twice and flipped over.
Nibenay's power is combat - related. Razings from spells, such
Rod of Dispel Magic as Creeping Doom, or champion powers, such as Iuz the Evil
220/3rd are not affected by Nibenay's power.
Artifact
Greyhawk Balic
Uncommon 2273rd
A champion with this rod can cancel one magical spell when Realm
attacking or defending. 4
Dark Sun
Draj Special Realm
221/3rd All attacking allies are halved (rounded up). Balic can defend
Realm itself as a level 4 hero.
Dark Sun
Special The Mud Palace
Nonflying attackers lose 2 levels. 228/3rd
Holding
Raam Dark Sun
222/3rd Uncommon
Realm The Mud Palace increases hand size by two cards.
1
Dark Sun North Ledopolus
Special 229/3rd
All defenders of this realm gain 1 level. Holding
Dark Sun
Urik Uncommon
223/3rd One card can be drawn and played immediately in defense of
the attached realm.

Terceira Edição - Página 123


Giustenal
When the realm to which North Ledopolus is attached is 240/3rd
attacked, the defender draws a card. He may play it Holding
immediately or put it in his hand. Dark Sun
Uncommon
A champion attacking the attached realm cannot play more
South Ledopolus than three allies per round.
230/3rd
Holding Yaramuke
Dark Sun 241/3rd
Uncommon Holding
The attached realm can use an ally as a champion. The ally is Dark Sun
still discarded after the battle. Common
Poisoned water destroys one of the attackers allies as it is
Any ally can be used as a champion to defend the realm with played (defender's choice).
South Ledopolus attached. The ally is considered a hero. The
ally retains any special powers.
Lost Oasis
242/3rd
Altaruk
Holding
231/3rd Dark Sun
Holding Common
Dark Sun The owner can draw one card and play it immediately when
Common the attached realm is attacked.
Any champion defending the attached realm can cast cleric
spells. Any card drawn can be played, including a realm or a spell
normally castable only in another phase.
Mekillot Mountains
232/3rd
Holding Grak's Pool
Dark Sun 243/3rd
Common Holding
Avatars cannot attack any realm held by this player. 5
Dark Sun
Ogo Common
233/3rd The oasis acts as a permanent +5 ally to any champion who
Holding defends the attached realm.
Dark Sun
Uncommon Silver Spring
All champions and allies who attack the attached realm lose 3 244/1st
levels – any reduced to 0 are discarded immediately. Holding
Dark Sun
Makla Common
234/3rd If the attached realm is razed, one other opponent's realm of
Holding the defender's choice is razed also.
Dark Sun
Uncommon Card Combo (from Scavenger's Spellfire Corner): If the Silver
Makla adds 1 level to all defenders of the attached realm. Spring holding is attached to Ancient Kalidnay, razing Ancient
Kalidnay to gain another turn also razes another realm.
Kalidnay
235/3rd Bitter Well
Holding 245/3rd
Dark Sun Holding
Common Dark Sun
Any monster defending the attached realm gains 4 levels. Common
This oasis destroys any flyers that attack the attached realm.
Arkhold
236/3rd Black Waters
Holding 246/3rd
Dark Sun Holding
Common Dark Sun
Allows owner to draw one extra card per turn. Common
No werecreature or monsters can attack any realm held by this
Cúpula BSW 2021: A carta extra deve ser comprada apenas player.
no turno seguinte ao em que essas cartas forem jogadas.
Fort Melidor
Salt View 247/3rd
237/3rd Holding
Holding Dark Sun
2 Common
Dark Sun Allies defending any Dark Sun realm held by this player are
Common doubled in level.
Defending champion gains 2 levels
Dungeon of Gulg

Terceira Edição - Página 124


248/3rd 6
Holding Uncommon
Dark Sun All opposing swimmers (champions and allies) are discarded
Common immediately; no more can be played against it.
All champions (if defeated) and allies who attack this realm are
sent to the Abyss at the end of the battle. Nomad Mercenaries
256/3rd
Ally
Ziggurat 2
249/3rd Common
Holding Dwarf
Dark Sun Can be played any time to participate in another player’s
Uncommon battle; level rises to 6. Regardless of the outcome, the
The level bonus (number in icon) of any wizard spell cast in mercenaries return to this player, who receives no spoils. Limit
defense of the attached realm is doubled. 3 per deck.

Temple Gladiators
250/3rd 257/3rd
Holding Ally
Dark Sun 9
Common Uncommon
The attached realm can cast cleric spells. If played with a Dark Sun champion, the gladiators remain with
that champion until he is defeated or discarded.
Mogadisho's Horde
251/3rd Rikus
Ally 258/3rd
1 Hero
Common 6
If this card is on the losing side of a battle, all holdings of the Dark Sun
opponent are discarded. Uncommon
Rikus can attack twice; if he wins his first round, he can attack
All opposing holdings in play are discarded, not holdings in the again with new allies.
opponent's hand.
Neeva
Assassins 259/3rd
252/3rd Hero
Ally 7
2 Dark Sun
Uncommon Rare
Halfling Flyer. When defending a Dark Sun realm, her level is doubled.
If this card is on the losing side of the battle, it destroys one
champion anywhere in play chosen by the losing player. Sadira
260/3rd
One of the best of the "avenging allies" cards that exact Wizard
vengeance after a loss in battle. This card allows the player to 4
choose one champion to be destroyed. Note that the champion Dark Sun
is destroyed, not defeated in battle. Therefore special powers Common
such as those of Iuz the Evil, Strahd Von Zarovich, and Drizzt Sadira can use any psionic power. Psionicists must ask her
Do'Urden are not triggered. permission to use psionic powers, though they can still use
their stated special powers abilities.
Halfling Mercenaries
253/3rd For the SPELLFIRE player that fears the use of psionics in a
Ally game, Sadira is a must-have champion. Opposing psionicist
1 champions must ask permission from the player with Sadira to
Common use psionic power cards.
Strip any existing artifact and magical items from an opponent; This restriction applies to psionicists only (designated by the
do not affect any played after the mercenaries are in play. psionicist icon), and not other types of champions whose
special powers may include the use of psionic power cards;
The Halfling's powers affect only the opponent in combat. such as the Kirre (56/PO) or Acererak the Eternal (38/RR). In
253—Halfling Mercenaries: This card’s special powers only addition, Sadira has no effect on a champion's special power
affects an opposing champion. that is psionic in natural (see individual champion entries,
mainly psionicists).
War Band A good combination to use with Sadira would be the Ego Coin
254/3rd (419/3rd) and either the icon of Magic (19/RR Chase) or the
Ally Nectar of the Gods (20/RR Chase). This would have several
3 types of champions asking permission from Sadira to use their
Common powers.
Orc
+8 vs undead. Agis
261/3rd
Kank Lancers Hero
255/3rd 5
Ally Dark Sun
Uncommon

Terceira Edição - Página 125


When attacking, can psionically destroy one monster in the Uncommon
defender's pool before battle begins. Azhul may attack with new allies as many times as he wants
every turn until he razes a realm or is defeated.
Agis' power is considered an offensive psionic power. Agis can
use his power as soon as a defending champion is chosen. If Bagual
an opponent chooses not to defend the realm being attacked, 268/3rd
Agis cannot use his power. Cleric
2
Erellika Dark Sun
262/3rd Common
Hero Once during each combat round, Bagual can retrieve and cast
2 a cleric spell from this player's draw pile. Reshuffle the pile
Dark Sun after each draw.
Rare
Can cast wizard and cleric spells. When defending, negates all Bagual can only cast phase 4 spells with his power.
psionic powers for that battle. When attacking, negates the
powers of all enemy holdings for the duration of that battle. Rowan
269/3rd
Though her level is low, Erellika is a good choice for a multi- Ally
purpose champion. This champion is not only able to cast both 1
wizard and cleric spells, but gains other special powers Uncommon
depending on whether she's attacking or defending. Elf. Rowan can send one opposing ally of magical item to the
When attacking, Erellika and any attached items are immune Abyss.
to the special powers of all opposing holdings. This does not
affect the special powers of the realm the champion is
Shayira
attacking.
When defending, Erellika negates the use of offensive psionic 270/3rd
power cards and a champion's special (offensive & defensive) Cleric
psionic powers for that round of battle. Consult individual 3
champion's (psionicist) entries to see if a special power is Dark Sun
psionic in nature. Other cards that work well with this Common
Champion include Brandobaris'.s Inversion (65/PO), Time of Negates the special powers (but not level bonuses) of all cards
Troubles (99/FR), The Psychometron of Nerad (3/AR Chase), played against her.
and The Heartwood Spear (3l8/3rd).
"Cards played" means cards played after combat has begun.
Shayira does not negate the opposing champion or any cards
Vaerhirmana
attached to the opposing champion before combat begins.
263/3rd
Wizard
Ashathra
4
Dark Sun 271/3rd
Rare Ally
Elf 2
Vaerhirmana can negate one psionic power per turn, Common
regardless of whether in a pool or in combat. Can be discarded at any time to discard one opposing ally.

Vaerhirmana can cancel a psionic champion power or a Cúpula BSW 2016: o poder desta carta NÃO é considerado
psionic power card. "Once per turn" means from phase three carta-resposta.
of the player's turn to phase three of the player's next turn.
Stug
Herminard 272/3rd
264/3rd Ally
Hero 2
4 Common
Dark Sun If on the losing side of a battle, Stug can rob a victorious player
Common of his spoils of victory, allowing a player not involved in the
Herminard has a death wish and if he dies while defending a battle to draw spoils instead.
Dark Sun realm, the opposing champion (though victorious)
must be discarded too. Stug is an ally whose singular use involves robbing an
opposing player of his spoils of victory. For optimum use, Stug
should be played only in a threeplayer game by an attacking
T'kkyl
champion wanting to prevent a defender from receiving spoils.
265/3rd If played at any other time, the card's effects are limited.
Hero The special power of this ally can be used only if Stug is
3 present at the end of the battle; ie. has not been discarded as
Dark Sun a result of card-play sometime during the round of combat.
Common The special power of Stug is written specifically for a three or
Although allies may be played against T'kkyl, if successful, the more player game; however, if Stug is used in a two-player
thri-keen eats them. (They are sent to the Abyss and not the game it can prevent the drawing of spoils altogether.
discard pile.) Because Stug's level bonus is rather low, its best to use this
ally only for its special power.
Azhul the Hasty
266/3rd Ka'Cha
Hero 273/3rd
4 Ally
Dark Sun

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3 6
Uncommon Dark Sun
Negates the power of all +1 or +2 allies played against him. Rare
Immune to offensive and defensive magical items.
Galek
274/3rd Inhuman
Ally 285/3rd
2 Ally
Common 2
Half-elf Uncommon
Can draw a card from the opposing playe’s draw pile, playing it Attached champion and allies are immune to ally powers for
on this player’s side if applicable, otherwise discarding it. this round of combat.

Wind Dancers Cha'thrang


275/3rd 287/3rd
Event Ally
Uncommon 1
All flyers in play are destroyed immediately.(Harmful) Uncommon
All nonflying allies opposing Cha’thrang lose 4 levels.
Water Hunters
276/3rd Spirit of the Land
Event 288/3rd
Common Event
Harmful Rare
All undead in play are destroyed immediately. (Harmful) Prevents one Dark Sun realm or holding from being razed or
discarded or restores one razed realm from any world. An
Silver Hands’ Revenge attacker gets no spoils of victory and the battle is over.
277/3rd
Event The attacker does not receive spoils if attacking a Dark Sun
Uncommon realm, on which Spirit of the Land is played to avoid the razing.
This player’s champions killed in the last battle are restored to Spirit of the Land can be played on any other realm to rebuild
his pool. Play only after a battle is completely resolved. it, but the attacker would receive spoils.
(Helpful) Spirit of the Land can also prevent a Dark Sun realm from
going to the Abyss, such as with Estate Transference.
Silt Stalkers
Cúpula BSW 2021: Um jogador pode usar o evento Spirit of
279/3rd the Land para evitar que um reino de outro jogador seja
Ally arrasado ou descartado. Se o evento for usado para prevenir
3 que Ancient Kalidnay (92/AR) seja arrasado para dar um turno
Common extra ao seu dono, Ancient Kalidnay só poderá ser arrasado
Elf novamente no próximo turno daquele jogador.
If on the losing side of a battle, all magical items in play are
shuffled back into the draw pile.
Thri-kreen
289/3rd
Night Runners
Ally
280/3rd 3
Ally Rare
2 All nonhuman allies (elves, dwarves and halflings) lose 2 levels
Uncommon from fear of the thri-kreen.
Elves.If on the losing side of a battle, this player can choose
one magical item, artifact, or rule card in play anywhere to be
Wijon
discarded.
290/3rd
Ally
Cistern Fiend
2
282/3rd Common
Monster Wijon can double the level of one ally played after him (choice
2 need not be immediate).
Dark Sun
Common
Mikor
Immune of offensive and defensive spells. Enemy allies cannot
be used against this fiend. 291/3rd
Ally
3
Sloth
Uncommon
283/3rd If on the losing side of a battle, Mikor transfers all non-event
Ally cards in this player’s Abyss to his discard pile.
1
Common
Zurn
When played in battle, the opposing player must immediately
discard one card from his hand. 293/3rd
Ally
1
Mul Savage
Uncommon
284/3rd Zurn can ally himself with any victorious champion, returning
Monster with that champion to the pool.

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Tithian immediately razes the realm when he wins a round of
Powell battle. This power is triggered regardless of how he wins the
294/3rd battle. For example, if Tithian is in battle with a monster, and
Ally Treasure is played, the monster is discarded and Tithian wins
1 the round and the realm is razed. If Pit Trap! is played on
Common Tithian, he loses the ability to raze a realm.
Powell can be discarded to the Abyss during phase 3 to
retrieve a magical item. Card Combo (from Desafio dos Corajosos 2016): Esta é uma
versão melhorada do combo Butler's Balderdash, permitindo
The magical item can be retrieved from either the discard pile que o jogador potencialmente possa arrasar um reino por
or the Abyss. turno, ja que, ao vencer o combate automaticamente graças
ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado.
Jerome então retorna o feitiço no passo 5 para que o combo
Wachter
persista indefinidamente.
296/3rd
Ally
2
Verrasi
Common
Wachter's bonus increases to +8 if played from 6 AM to 6 PM. 302/3rd
Ally
2
Foucault
Uncommon
297/3rd No magical items with a bonus greater than +3 can be played
Ally after Verrasi joins the battle.
3
Uncommon
Rogue Defiler of Tyr
Elf. Foucault and all other attached cards are immune to all
spells and magical items with the words "fire" or "flame" in their 303/3rd
title. Wizard
6
Dark Sun
Stef'fa Naf'ski
Common
298/3rd Each time the defiler casts a spell during combat, her player
Monster discards one card from his hand and draw a replacement from
5 his draw pile.
Dark Sun
Rare
The Lion of Urik
Psionically negates the special power of an opposing
champion in battle. If defeated, he negates the special power 304/3rd
of a champion in any pool until Dispel Magic is cast on the Monster
affected champion. 8
Dark Sun
Stef'fa Naf'ski's first power is clearly psionic. However, his Rare
second special power, negating a champion's special power Dragon
after Stef'fa Naf'ski is defeated, is not considered a psionic Can cast wizard spells and use psionic powers.Immune to
power, since a Dispel Magic will negate the power. Dispel and psionic attack.
Magic Draining Field will not negate Stef'fa Naf'ski's power.
Cúpula BSW 2021: Pelo fato de o campeão ser dragão, ele
deve ser considerado voador.
Captain Kazhal
299/3rd
Borys the Dragon
Hero
9 305/3rd
Dark Sun Monster
Rare 9
Destroys one magical item held by the opposing champion at Dark Sun
any time during the battle round. Rare
Flyer. Can cast wizard and cleric spells and use psionic
powers. Immune to psionic attack.
Dlasva
300/3rd
Preserver
Hero
3 306/3rd
Dark Sun Wizard
Uncommon 6
Dlasva can psionically destroy one opposing ally during a Dark Sun
round of battle. Common
If defeated by a Dark Sun champion, the preserver is sent to
Limbo until his end of this player’s next turn, when he returns
Tithian
to his pool.
301/3rd
Hero
Punisher
5
Dark Sun 307/3rd
Rare Ally
If Tithian attacks and wins a round of battle, the defending 3
realm is razed immediately. Common
If on the losing side of a battle, the punisher returns to the
player's hand instead of being discarded.

Terceira Edição - Página 128


Gith 2
308/3rd Common
Ally Negates the power of one offensive magical item used against
1 the attached champion (this player’s choice) once per turn.
Uncommon (Def)
If two gith are played in the same round of combat, each
increases to a +7. Shield of Wickedness
316/3rd
Tiger Magical Item
309/3rd Common
Ally One enemy ally, chosen by the shield's owner, is forced to
1 switch sides and fight for the shield's owner for one round of
Common battle. (Off)
If played during defense, this shape-changed druid remains
with the realm until it’s razed. If the Shield of Wickedness is used in combat to steal an ally,
and is then destroyed, the ally returns to its original owner.
Orb of Power
Shield of Gore
310/3rd
Magical Item 317/3rd
Common Magical Item
Offensive spells and magical items have no effect against the 3
champion with this orb. (Def) Uncommon
Allies of less than +4 cannot be played against the attached
The Orb of Power negates offensive spells and offensive champion and allies of +1 or +2 currently in battle are
magical items played against the champion with the Orb. discarded. (Off)
Spells and items are negated even if they were played before
the Orb was played, although their effects may continue. For The Heartwood Spear
example, a Lightning Bolt that was cast before the Orb of 318/3rd
Power was brought into play would no longer count as +5, but Artifact
any magical item or ally it may have discarded does not return. Dark Sun
The Orb's power is considered an immunity, so the Orb has no Common
effect if an opposing champion has the Wand of Negation. Kills any opposing dragon or monster in the battle
automatically.
Rings of All Seeing
311/3rd The Caravan
Magical Item 319/3rd
Uncommon Event
Allows the owning player, at the beginning of his turn, to look Common
at one player's hand. (Def) Play only between two players' turns. The player of this event
can take a turn immediately. Afterward, play resumes where it
Treasure left off.
312/3rd
Event Caravan cannot be played until every player has had their first
Common turn.
All monsters are bribed to desert; discard all monsters in battle Caravan is played between two player's turns. Multiple
or in pools. (Harmful) Caravans cannot be played in succession; as soon as one is
played you are no longer "between turns". Thus, all other
If used in battle, this event causes both sides to end the battle Caravan's must be held in hand until the current Caravan turn
with no winner. ends. Note that the active player (the one who just ended his
The spells, allies, and other cards are discarded with the turn) gets priority to play his or her Caravan before other
monsters. The battle is ended and another battle cannot be players.
started. That attacker's combat options are finished.
The Necklace
Shield of Destruction 320/3rd
313/3rd Magical Item
Magical Item Uncommon
1 Allows the attached champion to cast wizard spells and
Common confers immunity to psionic powers. (Def)
Absorbs the effects of one offensive spell played against the
attached champion (this player’s choice) once per turn. (Def) Elemental Cleric
321/3rd
Shield of Annihilation Cleric
314/3rd 2
Magical Item Dark Sun
2 Common
Uncommon The elemental is immune to offensive wizard spells.
Instantly annihilates one opposing enemy ally played against
the attached champion (this player’s choice). (Off) Elven Archer
322/3rd
Shield of Devastation Ally
315/3rd 3
Magical Item Rare

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The elven archer’s skill with the bow is such that it can kill, Wall of Fire
instantly, one enemy ally of its choice. 335/3rd
Wizard Spell
The Outcast Common
323/3rd Only flyers can attack across the wall. (Off/4)
Hero
5 Wall of Iron
Dark Sun 336/3rd
Rare Wizard Spell
Can use cleric or wizard spells. 3
Common
Thugs Only flyers can attack across the wall. Use on defense only.
324/3rd (Def/4)
Ally
1 Wall of Stone
Uncommon 337/3rd
Can be attached to any realm during phase 3 as a permanent Wizard Spell
ally. 4
Marauder Common
328/3rd Only flyers can attack across the wall. Use on defense only.
Ally (Def/4)
3
Common Wall of Force
Can be discarded at any time to negate an event created by 338/3rd
using the Bell of Might. Wizard Spell
5
Shaqat Beetles Common
329/3rd Only flyers can attack across the wall. (Def/4)
Ally
1 Cone of Cold
Common 340/3rd
If defeated in combat, these parasites attach themselves to the Wizard Spell
victorious champion, reducing his level to 1. 5
Common
Tembo Destroys one artifact, chosen by the caster. (Off/4)
330/3rd
Monster The artifact chosen does not have to be attached to the
3 opponent in combat, but may also come from any pool.
Dark Sun This spell can be used to remove an artifact from anywhere in
Uncommon play, even another player’s pool.
The opponent cannot use allies for defense or offense.
Sleep
Fireball 341/3rd
331/3rd Wizard Spell
Wizard Spell Common
Common Eliminates up to three opposing allies of level 1 or 2 chosen by
Destroys immediately all opposing allies of level 4 or less. the caster. Can be cast during any battle, including those
(Off/4) between opponents. (Off)
Lightning Bolt Shield
332/3rd 342/3rd
Wizard Spell Wizard Spell
5 2
Common Common
Immediately destroys one opposing ally of level 4 or less or Negates the Magic Missile spell. (Def/4)
one magical item of caster's choice. (Off/4)
Fly
Paralyze 343/3rd
333/3rd Wizard Spell
Wizard Spell Common
Common One champion and/or ally becomes a flyer. (Def/4)
Cast on a champion before battle to prevent that card from
defending. Cast during a battle to eliminate one ally of the Crushing Fist
caster's choice. (Off/3/4) 344/3rd
Wizard Spell
Magic Missile 4
334/3rd Rare
Wizard Spell The crushing fist adds 4 levels or destroys one magical item, at
3 the choice of the caster. (Off/4)
Common
The level bonus is increased to +5 if cast by a level 7 or 8 Dispel Magic
champion, or +9 if cast by a champion of level 9 or higher. 346/3rd
(Off/4) Wizard Spell

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Common Wind Walk
Can be cast at any time to cancel the effects of a just-cast 355/3rd
spell or to cancel an existing spell. (Def) Cleric Spell
Rare
Dispel Magic cancels the effect of any spell, offensive or The champion and all his allies are considered flyers for this
defensive, including another Dispel Magic spell. The 3rd round. (Def/3/4)
edition rules make it clear that Dispel Magic, Spell Turning,
and Reflection may be cast at any time to dispel or turn a just-
Bark Skin
cast spell. A player must have a champion in the pool or in
battle capable of casting the spell and must specify which 356/3rd
champion is casting the spell. Cleric Spell
2
Common
Improved Phantasmal Force
Adds 2 levels to a single defender. (Def/4)
347/3rd
Wizard Spell
Charm
6
Common 357/3rd
If cast by an undead champion, he can bypass a defending Wizard Spell
wizard or cleric and raze a realm. The defending champion Common
returns to his pool. (Def/4) Opponent loses one ally of the caster's choice, chosen
immediately. (Off/4)
Fear
Dispel Magic
348/3rd
Wizard Spell 358/3rd
Rare Cleric Spell
Attach to any enemy champion in a pool; that card cannot Common
attack or defend until the fear is dispelled. (Off/3) Can be cast at any time to cancel the effects of a just-cast
spell or to cancel an existing spell. (Def)
Cure Light Wounds
Dispel Magic cancels the effect of any spell, offensive or
349/3rd defensive, including another Dispel Magic spell. The 3rd
Cleric Spell edition rules make it clear that Dispel Magic, Spell Turning,
1 and Reflection may be cast at any time to dispel or turn a just-
Common cast spell. A player must have a champion in the pool or in
Can be cast to retrieve an ally of level 1 or 2 who was battle capable of casting the spell and must specify which
discarded during this battle. (Def/4) champion is casting the spell.

Cure Serious Wounds Darkness


350/3rd 359/3rd
Cleric Spell Cleric Spell
2 Common
Common This battle ends immediately with no victor or loser; champions
Can be cast to retrieve an ally of level 3 or 4 who was return to their pools, allies to the players' hands, spells are
discarded during this combat. (Def/4) discarded. Darkness has no effect against monsters. (Def/4)

Sticks to Snakes Protection


351/3rd 360/3rd
Cleric Spell Cleric Spell
4 Common
Common The opponent cannot use undead in this battle round; any
Increases to +6 if cast by a level 7 or 8 champion, and already played as allies are discarded. An undead champion
increases to +8 if cast by a level 9 or higher champion. (Off/4) loses the battle but returns to the pool. (Def/4)

Blade Barrier Chariot of Sustarre


352/3rd 361/3rd
Cleric Spell Cleric Spell
Rare Common
Destroys all opposing allies of level 5 or less. Cast only when One champion or two allies can fly for one round of battle.
defending. (Off/4) (Def/4)

Bless Wall of Thorns


353/3rd 363/3rd
Cleric Spell Cleric Spell
Common 2
The champion and each of its allies gain 1 level this round. Common
(Def/4) Cast only when defending. Only attackers of level 3 or higher
can cross the wall. (Def/4)
Sanctuary
354/3rd Wall of Fire
Cleric Spell 364/3rd
Rare Cleric Spell
The cleric who casts sanctuary loses this round of battle, but is 1
not discarded; it returns to the pool instead. (Def/4) Uncommon

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Cast only when defending. Only attackers of level 4 or higher Web
can cross the wall. (Off/4) 373/3rd
Wizard Spell
Holy Word Common
365/3rd Destroys any opposing allies of level 3 or less already in play.
Cleric Spell (Off/4)
Common
Destroys all undead allies on both sides of a battle instantly. Blink
(Off/4) 374/3rd
Wizard Spell
Raise Dead Common
366/3rd A champion who is about to lose a round of battle escapes to
Cleric Spell the player's pool, but the battle is still lost. (Def/4)
Rare
Any one defeated champion can be selected from the player's Hold Undead
discard pile and placed back in his hand. (Def/3/5) 375/3rd
Wizard Spell
Flame Strike Common
367/3rd Opposing undead allies have no effect on the outcome of this
Cleric Spell battle. (Off/4)
Uncommon
Destroys any number of opposing allies with levels totaling 6 or
less, selected by the caster. Discard immediately. (Off/4) Charm Monster
376/3rd
Protection from lightning Wizard Spell
368/3rd Common
Cleric Spell An opposing monster returns to its pool; the caster wins this
Common round of battle. (Off/4)
Lightning cannot harm the caster or his allies in this battle.
(Def/4) Wind of Disenchantment
377/3rd
This spell provides protection from any cards with lightning in Event
the name for the entire battle, not just the round in which the Rare
spell is cast. Cards affected are Lightning Bolt, Chain An anti-magic storm sweeps across the cosmos, destroying all
Lightning, Call Lightning, and Lightning Glyph. magical items in play. (Harmful)

Silence Black Tentacles


369/3rd 378/3rd
Cleric Spell Wizard Spell
Uncommon Uncommon
The opposing champion cannot cast any spells in this battle. All champions of level 4 or less die, regardless of whether they
(Off/4) are in battle or in pools. (Off/3/4)
Silence works for one round and the opposing champion can't This card is missing from the Reference Guide Volume II, even
cast spells for the rest of that round. If the opposing champion though it should be there.
becomes immune to magical spells for some reason (e.g. Orb
of Power) then the opposing champion can again cast spells in
Fire Shield
that round. This spell only affects the champion in the battle.
The opposing player could use another champion in its pool to 379/3rd
cast Dispel Magic or Spell Turning. Wizard Spell
5
Uncommon
Improved Invisibility to Undead
The caster and his allies are immune to all spells with the
370/3rd words “fire” or “flame” in the name. (Def/3/4)
Cleric Spell
Common
Ice Storm
If on the losing side of a battle with an undead, this champion
can slip by and return to his pool. He is not defeated, and may 380/3rd
defend or attack again this battle. (Def/4) Event
Common
Destroys all champions and allies of level 4 or less in play
Wall of Fog
anywhere. (Harmful)
371/3rd
Wizard Spell
Solid Fog
Common
No attacks are allowed against any player until the caster's 382/3rd
next turn. (Off/3) Event
Common
Unearthly fog prevents all attacks against all players until this
Forget
player's next turn. (Harmful)
372/3rd
Wizard Spell This event prevents all attacks. If played during battle, the
Common battle is ended. Champions return to their pools with no spoils
One ally forgets to attack or defend this turn; discard the ally. of victory. Spells and allies are discarded. Because this is a
(Off/4) harmful event, a player may play Calm or discard Delsenora
(10/3rd Chase) and attack another player.

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Kills all champions of level 5 or less in one player's pool and
Animate Dead prevents survivors from attacking until after that player's next
383/3rd turn. (Off/3)
Wizard Spell
Common Death Spell
A wizard who casts this spell can fight again in the next round 392/3rd
of battle, regardless of whether he won or lost the previous Wizard Spell
round. (Def/4) Common
Kills any one champion or ally of the caster's choosing of level
This does not prevent a champion who loses from being 7 or less.(Off/3/4)
discarded, just postpones the discarding for one round. During
that one round, the wizard who cast the spell can fight again. If Death Spell kills one champion or ally, chosen by the player, of
an attacking wizard casts this spell, but loses the round, it is level 7 or less. When determining level, all adjustments (such
discarded immediately, since the battle is over. as artifacts, magical items, spells, and events) are counted.
The opponent may not play additional cards after Death Spell
Cloudkill in an attempt to raise the level of the target champion or ally
384/3rd above 7. Because the card states "any one champion or ally of
Wizard Spell the caster's choosing," this spell can be used to destroy a
Common champion not involved in the current battle.
Opposing allies of level 3 or less are discarded and no more
can be played this round. (Off/4) Geas
394/3rd
Feebleminded Wizard Spell
385/3rd Common
Wizard Spell The affected champion can neither attack nor defend until after
Common the owner's next turn. (Off/3)
An opposing spellcaster cannot cast any spells for the rest of
this round. (Off/4) Banishment
395/3rd
Magic Jar Wizard Spell
386/3rd Common
Wizard Spell Destroys one monster of the caster's choice. (Off/3/4)
Common
If the defender is defeated, the current attacking champion Control Undead
becomes the defending champion in the next round of this 396/3rd
battle and then is discarded. (Off/4) Wizard Spell
Common
If there is no further round of battle, the attacker is discarded The caster can ask any player for his largest undead ally card
immediately. and use it in this round of battle. The ally is discarded
afterward. (Off/4)
Mordenkainen’s Faithful Hound
387/3rd This spell allows the caster to use any player's largest undead
Event ally in the current battle. The ally card may be in play or come
Common from a player's hand.
After an opponent puts forward a champion in attack, this The caster may not take an undead ally from any deck.
playe’s hound sounds a warning. The defender can put his
champion on the battlefield first thus activating his special Finger of Death
powers first. (Helpful) 397/3rd
Passwall Wizard Spell
388/3rd Common
Wizard Spell Kills any one champion or ally of level 5 or less. (Off/4)
Common
Negates any wall spell. Finger of Death kills one champion or ally, chosen by the
player, of level 5 or less. When determining level, all
adjustments (such as artifacts, magical items, spells, and
Rock to Mud
events) are counted. The opponent may not play additional
389/3rd cards after Finger of Death in an attempt to raise the level of
Wizard Spell the target champion or ally above 5. Because the card states
Common "any" champion, this spell can be used to destroy a champion
Only flyers can attack this player's realms until the player's not involved in the current battle.
next turn.
Spell Turning
Chain Lightning
398/3rd
390/3rd Wizard Spell
Wizard Spell Common
5 Can be cast at any time to return a just-cast spell back at its
Common caster as if the original target had cast it. (Def)
This spell bonus increases to +7 if cast by a champion of level
7 or higher. (Off/4) Spell Turning turns an offensive spell back against its caster.
Spell Turning must be played immediately after the spell being
Death Fog turned, although events may be played between the original
391/3rd spell and Spell Turning. The 3rd edition rules make it clear that
Wizard Spell Dispel Magic, Spell Turning, and Reflection may be cast at any
Common time to dispel or turn a just-cast spell. A player must have a

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champion in the pool or in battle capable of casting the spell This magical calm undoes the harmful effect of an event, but
and must specify which champion is casting the spell. only for the player of this card. (Helpful)

Calm Calm cancels the effect of a harmful event for the player of the
400/3rd Calm card. Calm does not eliminate the event. Calm has no
Event effect on helpful events.
Chase

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Spellfire Reference Guide, Volume III
Part 4 - 4th Edition
Inventory:

# Name Type Level World Blueline


1 Menzoberranzan Realm FR Underdark
2 Ruins of Zhentil Keep Realm 5 FR Coast
3 Sembia Realm FR Coast
4 Myth Drannor Realm FR
5 Icewind Dale Realm FR Coast
6 Damara Realm FR
7 Daggerdale Realm FR
8 Evermeet Realm FR
9 The Trollmoors Realm FR
10 The Coral Kingdom Realm FR Coast
11 Raurin Realm FR
12 The Vilhon Reach Realm FR Coast
13 Giant’s Run Mountains Realm FR
14 Sterich Realm GH
15 Nyrond Realm GH
16 Furyondy Realm GH Coast
17 Temple of Elemental Evil Realm GH
18 Greyhawk Ruins Realm GH
19 Perrenland Realm GH Coast
20 Duchy of Tenh Realm GH
21 Hell Furnaces Realm GH Coast
Free and Independent City of
22 Realm GH Coast
Dyvers
23 Spindrift Islands Realm 8 GH Coast
24 Stonefist Hold Realm GH Coast
25 Ull Realm GH
26 Valley of the Mage Realm 9 GH
27 Urik Realm 4 DS
28 Tyr Realm 5 DS
29 Gulg Realm 7 DS
30 Euripis Realm DS
31 New Giustenal Realm DS Coast
32 Ur Draxa Realm DS
33 Shault Realm 6 DS
34 The Forest Ridge Realm DS
35 Celik Realm DS
36 Lake Island Realm 5 DS
37 The Jagged Cliffs Realm 3 DS
38 The Last Sea Realm DS Coast
39 Dragon’s Crown Mountains Realm 7 DS
40 Realm of the White Witch Realm BR

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41 The Battle-Fens Realm BR
42 The Giantdowns Realm BR
43 The Sphinx Realm BR
44 The Mistmoor Realm BR
45 Tarvan Waste Realm BR
46 Black Spear Tribes Realm BR
47 Thurazor Realm 7 BR
48 The Sielwode Realm BR
49 The Five Peaks Realm BR
50 Cariele Realm BR
51 Boeruine Realm 6 BR
52 Rhuobhe Realm BR
53 Reorxcrown Mountains Realm DL
54 Shining Lands Realm DL
55 The Delving Realm 5 DL
56 Estwilde Realm DL
57 Blood Sea of Istar Realm DL Coast
58 Enstar Realm DL Coast
59 Bluet Spur Realm RL Coast
60 Arak Realm 4 RL
61 Borca Realm RL
62 Gundarak Realm 5 RL
63 Sithicus Realm RL
64 Nightmare Lands Realm RL
65 Council Aerie Realm 9 AD&D Coast
66 Milborne Realm AD&D Coast
67 The Isle of Beacon Point Realm AD&D Coast
68 Lair of the Eye Tyrant Realm 15 AD&D Underdark
69 Dancing Hut of Baba Yaga Realm AD&D
70 Anytown, Anywhere Realm AD&D
71 Haven of the Undead Realm AD&D
Monastery of Perdien the
72 Realm AD&D
Damned
73 Mulmaster Holding FR
74 Blackstaff Tower Holding 3 FR
75 Candlekeep Holding FR
76 Mithral Hall Holding FR
77 Moonwell Holding FR
78 Nagawater Holding 4 FR
79 Tilverton Holding FR
80 Lhespenbog Holding FR
81 Adderswamp Holding FR
82 Fortification: Rampart Holding GH
83 Fortification: Bastion Holding GH
84 Fortification: Parapet Holding GH
85 Fortification: Bailey Holding GH
86 Fortification: Curtain Wall Holding GH
87 Fortification: Inner Wall Holding GH
88 Fortification: Bulwark Holding GH
89 Fortification: Barricade Holding GH
90 Fortification: Breastwork Holding GH

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91 The Mud Palace Holding DS
92 South Ledopolus Holding DS
93 Ogo Holding DS
94 Arkhold Holding DS
95 Lost Oasis Holding DS
96 Grak’s Pool Holding 5 DS
97 Silver Spring Holding DS
98 Black Waters Holding DS
99 Dungeon of Gulg Holding DS
100 The Celestial Jewel of Sarimie Holding BR
101 Points East Trading Company Holding BR
102 The Thorn Throne Holding BR
103 Peaceful Seas of Nesirie Holding BR
104 Sarimie’s Temple of Fortune Holding BR
105 Boeruine Trading Guild Holding BR
106 Taeghan Outfitters Holding BR
107 Straits of Aerele Shipping Holding BR
108 Grovnekvic Forest Holding BR
109 Madding Springs Holding DL
110 Shark Reef Holding DL
111 Barter Holding DL
112 Dance of the Red Death Holding RL
113 Red Jack Holding 2 RL
114 Red Tide Holding 6 RL
115 Treasure Vault Holding AD&D
116 Kestrel’s Keep Holding AD&D
117 Keep of the Dead Holding AD&D
118 Airship Event
119 Cataclysm! Event
120 Good Fortune Event
121 Surprise Raid Event
122 Labor of Legend Event
123 Siege! Event
124 Mutiny! Event
125 Transformation! Event
126 Slave Revolt! Event
127 Bruce’s Revenge Event
128 Fast Talking! Event
129 The Barbarian’s Revenge! Event
130 Treasure Event
131 The Caravan Event
132 Ice Storm Event
133 Solid Fog Event
134 Tarrasque Event
135 Black Bess Event
136 Dead Magic Zone Event
137 Deflection Event
138 Temporal Stasis Event
139 Dragons Rebellious Event
140 Hurricane! Event
141 Call to Arms Event

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142 Phantasmal Wolf Event
143 Land Ho! Event
144 Provocation Event
145 Balance of Power Event
146 Assault of Magic Event
147 Psionic Contrition Event
148 Monstrous Intervention Event
149 The Land Rebels Event
150 Elven Rebirth Event
151 The Death of a Hero Event
152 Ambush Event
153 Brave Heart Event
154 The Torments of Sisyphus Event
155 Secret War Event
156 Covert Aid Event
157 Wrath of the Immortals Event
158 Titans Walk the Earth Event
159 Bess’s Revenge Event
160 Foreign Wars Event
161 Gales at Sea Event
162 Escape from the Abyss Event
163 Banner of the Two-Eyed God Magic Item 3
164 Staff of Striking Magic Item 3 Weapon
165 Staff of Conjuring Magic Item 5
166 War Banner Magic Item 1
167 Falcon Figurine Magic Item 1
168 Ghost Crystal Magic Item 5
169 Net of Entrapment Magic Item
170 Orb of Power Magic Item
171 Rings of All Seeing Magic Item
172 Shield of Destruction Magic Item 2
173 Shield of Annihilation Magic Item 2
174 Shield of Devastation Magic Item 2
175 Shield of Wickedness Magic Item
176 The Necklace Magic Item
177 Dragonslayer Magic Item 4 Sword
178 Gauntlets of Swimming Magic Item 2
179 Horn of Blasting Magic Item 3
180 Wand of Wonder Magic Item +? (Off)
181 Drow Slippers Magic Item 3
182 Midnight’s Mask of Disguise Magic Item 2
183 Girdle of Storm Giant Strength Magic Item 9
184 Hammer of the Gods Magic Item 5 Weapon
185 Gauntles of Golem Strength Magic Item 6
186 Winged Boots Magic Item 2
187 Badge of the Wolf Nomads Magic Item 4
188 Dark Haven Magic Item -0,5
189 Spellbook Magic Item
190 Pan’s Pipes Magic Item 4
191 The Bagpipes of Drawmij Magic Item 2
192 Ailarond Horn Magic Item 2

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193 Lyre of Arvanaith Magic Item 3
194 The Harp of Kings Magic Item 5
195 The Leviathan Horn Magic Item 4
196 Chimes of Chelerie Magic Item 4
197 Xeno-Xylophone Magic Item 2
198 Dragon Drums Magic Item 6
199 Scarab of Protection Magic Item 3
200 Arrow of Slaying Magic Item 2 Weapon
201 Crossbow of Accuracy Magic Item 4 Weapon
202 Dagger of Venom Magic Item 1 Weapon
203 Javelin of Lightning Magic Item 2 Weapon
204 Mace of Disruption Magic Item 4 Weapon
205 Scimitar of Speed Magic Item 3 Sword
206 Trident of Fish Command Magic Item 2 Weapon
207 Holy Avenger Magic Item 7 Sword
208 Armies of Bloodstone Ally 4
209 The Iron Legion Ally 3
210 Myrmidons Ally 4
211 Hornhead Saurial Ally 3
212 Mind Flayer Ally 3
213 Intellect Devourer Ally 1
214 Elf Galleon Ally 3
215 Tyrol Ally 4
216 Hell Hound Ally 5
217 Skeletal Lord Ally 7
218 Skeletal Minion Ally 3
219 Treants of the Grandwood Ally 5
220 Mogadisho’s Horde Marches On Ally 2
221 Assassins Ally 2 Halfling
222 Halfling Mercenaries Ally 1
223 Gladiators Ally 9
224 Rowan Ally 1
225 Ashathra Ally 2
226 Stug Ally 2
227 Galek Ally 2 Half-Elf
228 Silt Stalkers Ally 3
229 Night Runners Ally 2
230 Athasian Sloth Ally 8
231 Wijon Ally 2
232 Elven Archer Ally 3
233 Marauder Ally 3
234 Shaqat Beetles Ally 1
235 Flesh Golem Ally 5
236 Loup-Garou Ally 2
237 Brine Dragon Ally 6
238 Flaming Fist Ally 9
239 Ninjas Ally 1
240 Pseudodragon Ally 3 Flyer
241 Roc Ally 8
242 Marilith Tanar’ri Ally 7
243 Thought Eater Ally -2

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244 Ogre Mage Ally 6
245 Mermaid Ally 4
246 The Dreaded Ghost Ally 9
247 Clay Golem Ally 4
248 Ki-Rin Ally 3
249 Troll Ally 6
250 Selkie Ally 3
251 Rust Monster Ally 4
252 Displacer Beast Ally 6
253 Drizzt Do’Urden Hero 8 FR
254 The Harpers Hero 6 FR
255 Helm Hero 6 FR
256 Thorvid Hero 5 GH
257 Hettman Tsurin Hero 2 GH
258 Tyrinon Hero 5 GH
259 Rikus Hero 6 DS
260 Captain Kazhal Hero 9 DS
261 Neeva Hero 7 DS
262 Pereghost Monster 7 FR
263 Dracolich Monster 6 FR
264 Stone Giant Monster 6 FR
265 Lich Conclave Monster 5 GH
266 Winged Horror Monster 5 GH
267 Mature Gold Dragon Monster 8 GH
268 Borys the Dragon Monster 9 DS
269 Athasian Cistern Fiend Monster 8 DS
270 Korgunard the Avangion Monster 8 DS
271 Elminster the Mage Wizard 9 FR
272 Vangerdahast Wizard 6 FR
273 Ambassador Carrague Wizard 7 FR
274 Mike the Wolf Nomad Wizard 7 GH
275 Mordenkainen Wizard 7 GH
276 Drawmij Wizard 7 GH
277 Sadira Wizard 4 DS
278 Rogue Defiler of Tyr Wizard 6 DS
279 Kalid-na Wizard 9 DS
280 Amaril Cleric 3 FR
281 Clerics of Malar Cleric 4 FR
282 Adon Cleric 5 FR
283 Sysania Cleric 4 GH
284 Nenioc Cleric 5 GH
285 Arch-Druid Cleric 4 GH
286 Shayira Cleric 3 DS
287 Elemental Cleric Cleric 2 DS
288 Klik-Ka’Cha Cleric 7 DS
289 Photed Hero 7 AD&D
290 Sharla Wizard 5 AD&D
291 Migrane Cleric 8 AD&D
292 Vitralis Hero 3 AD&D
293 Larn Wizard 4 AD&D
294 Livekor Monster 9 AD&D

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295 Shayla Hero 3 AD&D
296 Ssilcroth Monster 5 AD&D
297 Rumples Wizard 8 AD&D
298 Diamond Wizard 3 GH
299 Emerald Wizard 6 GH
300 Topaz Wizard 9 GH
301 Ruby Hero 4 DL
302 Jacinth Hero 6 DL
303 Amethyst Hero 8 DL
304 Pearl Cleric 3 RL
305 Amber Cleric 5 RL
306 Aquamarina Cleric 7 RL
307 Cyclops Monster 7 AD&D
308 Ettin Monster 5 AD&D
309 Formorian Giant Monster 6 AD&D
310 Fire Giant Monster 8 AD&D
311 Yumac the Cold Wizard 7 AD&D
312 Pellgrade the Inexorable Wizard 9 AD&D
313 Nernal Cleric 5 AD&D
314 Gloaranor Cleric 6 AD&D
315 Moralin Cleric 7 AD&D
316 Borin Moradinson Cleric 5 FR
317 Mallin Dimmerswill Cleric 6 FR
318 Arden Glimrock Cleric 8 FR
319 Drider Monster 4 FR
320 Eye Tyrant Monster 6 FR
321 Roper Monster 9 FR
322 Malleyahl Hero 4 FR
323 Malaruat Hero 6 FR
324 Maleficent Hero 8 FR
325 Isika Hero 4 FR
326 Merika Hero 3 DS
327 Funerea Hero 8 DS
328 Salurana Psionicist 3 DL
329 Jella Psionicist 5 DL
330 Myalasia Psionicist 3 DL
331 Kit’Kit’Kin Psionicist 6 DS
332 Beala Psionicist 5 DS
333 Minerva Psionicist 7 DS
334 Iserik Hero 5 FR
335 Merik Hero 4 DS
336 Pyre Hero 7 DS
337 Ansalong Psionicist 2 DL
338 Jarek Halvs Psionicist 6 DL Elf
339 Moraster Psionicist 3 DL
340 Kai’Rik’Tik Psionicist 8 DS
341 Talcon Psionicist 4 DS
342 Minervan Psionicist 9 DS
343 Apocalypse Monster 7 BR
344 The Harpy Regent 5 BR
345 The Magian Regent 9 BR

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346 Serpent Regent 6 BR
347 Chernevik Regent 8 BR
348 Cidre Bint Corina Regent 4 BR
349 Adan El-Mesir Regent 5 BR
350 Rahil the Falcon Regent 7 BR
351 Arlando El-Adaba Regent 8 BR
352 The Ancient Dead Monster 7 RL
353 Madman Enraged Hero 5 RL
354 Ting Ling Cleric 8 RL
355 The Death Ship Monster 4 RL
356 The Lesser Mummy Cleric 3 RL
357 Bride of Malice Wizard 9 RL
358 The Vulture of the Core Monster 6 RL
359 Fleeing Adventurers Hero 3 RL
360 The Bog Monster Monster 8 RL
361 Flight Wizard Spell
362 Shapechange Wizard Spell 6
363 Fireball Wizard Spell 4
364 Lightning Bolt Wizard Spell 5
365 Magic Missle Wizard Spell 3
366 Wall of Fire Wizard Spell 3
367 Wall of Force Wizard Spell 5
368 Cone of Cold Wizard Spell 5
369 Crushing Fist Wizard Spell 4
370 Dispel Magic Wizard Spell
371 Wall of Fog Wizard Spell
372 Fear Wizard Spell
373 Blink Wizard Spell
374 Charm Monster Wizard Spell
375 Black Tentacles Wizard Spell
376 Death Fog Wizard Spell
377 Death Spell Wizard Spell
378 Power Word, Stun Wizard Spell
379 Spell Turning Wizard Spell
380 Power Word, Silence Wizard Spell
381 Death Link Wizard Spell 2
382 Limited Wish Wizard Spell 1
383 Time Stop Wizard Spell
384 Wish Wizard Spell
385 Reverse Gravity Wizard Spell
386 Mirror Image Wizard Spell
387 Elminster’s Evasion Wizard Spell
388 Prismatic Sphere Wizard Spell 4
389 Re-target Wizard Spell
390 ESP Wizard Spell
391 Leomund’s Trap Wizard Spell
392 Misdirection Wizard Spell
393 Ray of Enfeeblement Wizard Spell
394 Stinking Cloud Wizard Spell
395 Sepia Snake Sigil Wizard Spell
396 Armor Wizard Spell

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397 Sticks to Snakes Cleric Spell 4
398 Sanctuary Cleric Spell
399 Wind Walk Cleric Spell
400 Dispel Cleric Spell
401 Raise Dead Cleric Spell
402 Creeping Doom Cleric Spell
403 Earthquake Cleric Spell
404 Shadow Engines Cleric Spell
405 Faith-Magic Zone Cleric Spell
406 Ward of Sleep Cleric Spell
407 Ward of Peace Cleric Spell
408 Ward of Erebus Cleric Spell
409 Ward of Lancoon Cleric Spell
410 Ward of Laius Cleric Spell
411 Ward of Freedom Cleric Spell
412 Ward of Ironguarding Cleric Spell
413 Ward of Ruin Cleric Spell
414 Ward of the Erinyes Cleric Spell
415 Animal Friendship Cleric Spell +?
416 Command Cleric Spell
417 Shillelagh Cleric Spell +?
418 Aid Cleric Spell 4
419 Enthrall Cleric Spell
420 Fire Trap Cleric Spell
421 Heat Metal Cleric Spell
422 Locate Object Cleric Spell
423 Negative Plane Protection Cleric Spell 2
424 Switch Personality Psionic Power
425 Superior Invisibility Psionic Power
426 Mindlink Psionic Power 4
427 Precognition Psionic Power 4
428 Phobia Amplification Psionic Power
429 Body Weaponry Psionic Power 6
430 Lend Health Psionic Power
431 Metamorphosis Psionic Power 5
432 Mindwipe Psionic Power
433 Jab Unarmed Combat 1
434 Boot to the Head Unarmed Combat 1
435 Reversal Unarmed Combat
436 Choke Hold Unarmed Combat
437 Counter Unarmed Combat
438 Rake! Unarmed Combat 3
439 Tail Slap Unarmed Combat 2
440 Blind Side! Unarmed Combat 4
441 Heroic Effort Unarmed Combat
442 Elemental Control Blood Ability 2
443 Fear Blood Ability 3
444 Healing Blood Ability
445 Resistance Blood Ability
446 Bloodform Blood Ability 5
447 Charm Aura Blood Ability

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448 Major Resistance Blood Ability
449 Wither Touch Blood Ability 5
450 Persuasion Blood Ability
451 Ren’s Crystal Ball Artifact GH
452 Codex of the Infinite Planes Artifact GH
453 Eye and Hand of Vecna Artifact 2,5 GH
454 Cup of Al’Akbar Artifact GH
455 The Ring of Winter Artifact FR
456 Wand of Orcus Artifact 9 AD&D
457 Axe of Dwarvish Lords Artifact 3 AD&D
458 Guenhwyvar Artifact 5 FR
459 Obsidian Man of Urik Artifact 6 DS
460 The Throne of the Gods Artifact 10 AD&D
461 Nature’s Throne Artifact 6 AD&D
462 Throne of Bone Artifact 4 AD&D
463 The Medusa Throne Artifact 5 AD&D
464 Throne of Ice Artifact 4 AD&D
465 Throne of the Seas Artifact 5 AD&D
466 Throne of the Pharaohs Artifact 3 AD&D
467 The Emerald Throne Artifact 5 AD&D
468 Throne of the Drow Artifact 4 AD&D
469 Elemental Avatar of Earth Cleric 15 DS
470 Elemental Avatar of Air Cleric 15 DS
471 Elemental Avatar of Water Cleric 15 DS
472 Elemental Avatar of Fire Cleric 15 DS
473 Garl Glittergold Hero 13 AD&D
474 Urdlen Monster 14 AD&D
475 Yondalla the Provider Hero 16 AD&D
476 Brandobaris Hero 13 AD&D
477 Corellon Larethian Wizard 18 AD&D
478 Bahgtru Monster 14 AD&D
479 Great Mother Monster 16 AD&D
480 Annam Cleric 16 AD&D
481 Remnis Monster 15 AD&D
482 Cegilune Monster 17 AD&D
483 Kanchelsis Wizard 16 AD&D
484 Ferrix Wizard 17 AD&D
485 Titania Wizard 20 AD&D
486 Verenestra Cleric 16 AD&D
487 Midnight, Goddess of Magic Wizard 15 FR
488 Iuz, Avatar of Evil Monster 14 GH
489 Lolth, the Spider Avatar Monster 21 GH
490 Nobody Wins! Rule Card
491 Rule Lawyer’s Delight Rule Card
492 Time of Troubles Rule Card
493 The Power of Faith Rule Card
494 Forbidden Knowledge Rule Card
495 Circle of Life Rule Card
496 Fair Fight! Rule Card
497 The Event Wheel Rule Card
498 The Backwaters Rule Card

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499 Master the Magic Rule Card
500 The Master Strategist Rule Card

Chase Cards:

# Name Type Level World Blueline


501 Flash Flood Event
502 Netherese Symbol of Power Wizard Spell
503 Rengarth Oracle Cleric Spell
504 Sea of Dust Realm GH
505 Caves of Mystery Holding AD&D
506 The Living Earth Event
507 The Painted Hills Realm 5 DS
508 Ethereal Champion Hero 7 AD&D
509 Agis’s Cairn Holding 4 DS
510 Throne of the Mountain God Artifact 5 AD&D
Between a Rock and a Hard
511 Event
Place
512 Barbaric Allies Ally 7
513 The Sylvan Pool Holding AD&D
514 Poor Man’s Fort Holding 3 AD&D
515 The Crystal Dome Event
516 Towers of Menzoberranzan Holding FR
517 Mystic Passage Psionic Power
Blingdenstone Symbol of
518 Cleric Spell
Power
519 Dragon’s Eye Symbol of Power Wizard Spell
520 The Winner’s Cape Artifact 10 AD&D

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Menzoberranzan The Ruins of Zhentil Keep is an excellent choice for any deck,
1/500 since its power allows only one the current seven champion
Realm types to attack it. Thus, it functions best if played in the lead
Forgotten Realms position of the formation.
Uncommon Cards that work well with the Ruins of Zhentil Keep include the
Underdark Living Scroll (408/3rd), which automatically defeats clerics, and
Menzoberranzan can be played at any time. The realm is Mayor Charles Oliver O'Kane (433/3rd), who defeats all female
immune to flyers. clerics (among others) that face him. In addition, holdings and
other cards that further restrict the type of champions who can
This card is a reprint of Menzoberranzan (2/1st-3rd) with an attack it are also excellent choices, such as Border Forts
altered text, but the same special power. (198/3rd), and The Triton Throne (65/DU).
This realm is an excellent choice for any deck, since its ability When the realm is used to defend itself, only allies can be
to be played at any time allows a player to put more realms played with it. Therefore, some choice instant win allies would
down in his formation faster than his opponent. The drawback be best to play with the realm, such as Loup-Garou (236/4th)
is that this realm is so popular, that there is a chance of and Ki-Rin (248/4th).
opponents putting it in play first. For further information, see SFRG 2, p. 123.
Menzoberranzan's power prohibits both champions and allies
who are flyers from attacking it. Consequently, it functions best The city of Zhentil Keep was a walled city on the Moonsea that
when played in the second or third rank of a formation, behind housed a large temple dedicated to Bane, Lord of Strife, until
other realms so that an attacking champion must have a he was destroyed during the Time of Troubles and Cyric the
special movement power to get to it. This usually restricts all Mad assumed his position. The temple worked with the corrupt
attacks on the realm solely to earthwalkers, since flyers cannot Zhentish government, alongside the insidious Black Network,
attack, and the realm has no coast for swimming champions to in attempts to control the lands and trade routes in the region.
get there. Cyric's mad obsessions finally took their toll on the city, and in
Cards that work well with Menzoberranzan are ones that a plan that backfired against him, Zhentil Keep was destroyed
further hamper champions based upon their movement by the very giant, dragon, and orc forces that he himself had
capabilities. The holding Border Forts (198/3rd) stipulates that gathered together. The survivors of this once-powerful city now
only flyers can attack the realm to which it is attached, so if struggle to rebuild it.
attached to Menzoberranzan, the realm is impossible for
almost anyone to attack it. This combination is best used when Sembia
Menzoberranzan is in the lead position, thereby blocking 3/500
attacks on the realms in the back ranks. The Triton Throne Realm
(65/DU) is also a good choice to attach to the realm. The Song Uncommon
of the Dragonlance (24/DU) dungeon card also works well with Forgotten Realms
Menzoberranzan, once again restricting attacks against the Coast
realm to earthwalkers, although swimmers could attack it if it Attacking players must discard a card from their hand or pool
were exposed in the formation. for each champion sent forward.
For further information, see SFRG 1, p. 97 and SFRG 2, p.
122. This card is a reprint of Sembia (6/3rd). Sembia (6/1st-2nd)
Menzoberranzan is the Underdark drow city that famed ranger has no special power.
Drizzt Do'Urden (253/4th) hails from, and is also the home Sembia is an excellent realm for a player to have in his lead
base for the drow mercenary Jarlaxle (94/UD). It is a city beset formation, since every time an opponent chooses a champion
with chaos as all of its leading drow houses compete for power to attack the realm, he must discard a card. This realm will
and for the favor of Lolth, the Spider Queen (166/3rd). serve a player best if he can find ways to defend the realm
As with an event, Menzoberranzan can be played at any time, several times without having to discard the defenders, or by
even if a realm has already been played in phase 1. This choosing defenders that can defend twice. Champions who
makes Menzoberranzan a "must have" card in all decks. would work well with this include Drizzt Do'Urden (253/4th),
Menzoberranzan cannot be played while Map of Life is in play. Minerva (333/4th), Flame (27/DR), and Selune Darkenstar
Menzoberranzan is immune to flyers, and therefore cannot be (20/PO). Magical items that have the same effect as these
attacked by flyers. However, the ally White Weird, which is a champions include the Scimitar of Speed (205/4th) and the
flyer, can be played as an event to remove a holding from Winged Boots (186/4th). This strategy forces opponents to
Menzoberranzan. retain hardly any cards in the hand or pool if an attack persists.
Because of the phrasing on the card, Menzoberranzan may be Additionally, other cards that affect an opponent's card quantity
attacked by flyers if Takhisis's Helmet of Power is in play. work well with this realm. Having the Ring of Winter (455/4th)
Menzoberranzan Although Menzo may be played at any time, in the pool and the Perrenlands (19/4th) in the formation
the player with priority must be allowed to play first during this behind Sembia can make it very hard for opponents to
"Menzo pause". successfully attack. Couple Sembia with a holding like Castle
Draw (37/3rd) or the Forgotten Crypt (13/NS) and an opponent
Card Combo: If the holding Border Forts is attached to must discard even more cards from his possession.
Menzoberranzan it becomes almost impossible to attack. For further information, see SFRG 2, p. 123.

Ruins of Zentil Keep Myth Drannor


2/500 4/500
Realm Realm
Forgotten Realms Forgotten Realms
Rare Uncommon
Coast Any champion can use wizard spells when defending Myth
The Ruins of Zhentil Keep can be attacked only by clerics. It Drannor. Increases this player's maximum hand size by one.
can defend itself as a level 5 monster.
This card is a reprint of Myth Drannor (13/1st-3rd) with an
This card is a reprint of Ruins of Zhentil Keep (3/3rd) with an altered text, but the same special power.
altered text, but the same special power. In the 1st and 2nd Although Myth Drannor does not have any dramatic offensive
edition the card was named Zhentil Keep and has another effects to damage an attacker, the realm serves two versatile
power. purposes for the owning player. First, by allowing any
defending champion to use wizard spells, it increases the

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number of cards playable in combat by non-wizard defenders, bonuses in levels granted by holdings such as Hillsfar (34/3rd)
these cards perhaps being the deciding factor for a victorious and Fortifications (38/3rd) and any bonuses granted from an
defense. Second, this realm allows a player to hold more than attached realm artifact such as the Net of Ensnaring (57DU).
the eight card maximum in his hand at the end of his turn. One combination would be to defend with Belwar Dissengulp
Having an extra card in the hand might make the difference (91/UD), who doubles all magical items attached to him. Have
between winning and losing a round of combat; additionally, a two or three items previously attached (like the +8 Clockwork
player may now more judiciously decide whether or not a card Ogre (71/DU) and the +5 Staff of Conjuring (165/4th) as he is
should be played into his pool, rather than being forced to put put forward, and his total is incredibly high (in this example,
cards in the pool because of the eight card limit. Belwar is level 4, he gains +3 for the world bonus, +16 and
Since the realm is benign in its effects on other players, and +10 for each respective magical item, for a grand total level of
the realm has no attack restrictions, it will probably be less 66)! The only pitfall with this strategy is that an opponent will
likely a target for destruction with events like Cataclysm usually get to play the first card in combat, and he could play
(119/4th) and spells like Disintegrate (393/2nd) than realms instant defeat cards (such as Intellect Devourer (213/4th).
like The Ruins of Zhentil Keep (2/4th). Rather, it will probably For further information, see SFRG 1, p. 104.
be a focus of combat attacks. So, holdings that punish players
for attacking it will work well with it, such as Castle Draw Daggerdale
(37/3rd) and the Forgotten Crypt (13/NS). Another good 7/500
attachment that punishes attackers is the Net of Ensnarement Realm
(57/DU). Forgotten Realms
For further information, see SFRG 1, p. 101. Uncommon
Myth Drannor was the fabled city of elven glory in the heart of Allies cannot be used when attacking Daggerdale.
the woods of Cormanthor. Unfortunately, great evils arose from
within its own walls, and today all that remains of this city are This card is a reprint of Daggerdale (26/1st-3rd) with an altered
monster-infested ruins. text, but the same special power.
Daggerdale is another realm whose power is only a benefit in
Icewind Dale combat. Limiting an opponent to the type of cards that can be
5/500 played in combat is an excellent way to increase the odds of
Realm winning. This realm power works best when used with other
Forgotten Realms champions and items that further restrict the type of playable
Uncommon cards. If the Dungeon card Bats in the Belfry (23/DU) is in the
Coast defender's deck, the attacker can also no longer use offensive
The attacking champion must discard one magical item chosen magical items in the attack. Then, put up a defender such as
by the defender. Adon (282/4th), who is immune to offensive spells and
This card is a reprint of Icewind Dale (20/1st-3rd). artifacts, or Dregoth, Undead Dragon King (74/AR), who is
immune to offensive spells and psionics; now the cards an
This realm is a good realm to have in the lead of the formation, attacker can play are severely limited.
since its power works only in phase 4 when other players' For further information, see SFRG 1, p. 105.
champions attack it. For each champion sent forward, the Daggerdale is one of the small towns in the Dalelands that
defender can choose to discard any one magical item that the constantly suffers under the vile schemes of Zhentil Keep and
attacking champion has attached to it. If the attacking the Zhentarim. Now that Zhentil Keep lies in ruins,
champion does not have an attached magical item, whether Daggerdale's fight against treachery has eased, and Randal
attached when he attacked or added during the battle, the Morn, the rightful ruler of Daggerdale, can now openly take
power is then unusable. A good combination to use with action to strengthen his town's presence in Faerun.
Icewind Dale is to play the Loup-Garou ally (236/4th) when
defending; if the opponent has a good magical item hidden in Evermeet
his hand, he must play it, and consequently lose the item, or 8/500
he will lose the battle. Realm
For further information, see SFRG 1, p. 103. Forgotten Realms
The attacking champion must discard a magical item, if he has Uncommon
one. The power does not necessarily have to be used at the Any champion can use wizard spells when defending
start of battle. The defender may hold this power in reserve Evermeet. Flyers, swimmers, and earthwalkers cannot attack
and force the attacker to discard an item later in the battle. If this realm.
the attacking champion does not have a magical item at the
start of battle, the defender may choose to discard an item This card is a reprint of Evermeet (29/3rd) with an altered text,
played later in the battle. but the same special power. Evermeet (29/1st-2nd) prevents
only flyers from attacking.
Damara
6/500 While Evermeet's power to allow any defending champion to
Realm use wizard spells in the defense of the realm is quite helpful,
Forgotten Realms its best power lies in its strong defense: only champions who
Uncommon do not have special movement capabilities can attack it. It
Doubles the level of a defending Forgotten Realms champion functions well anywhere in the formation, but it is virtually
as he is sent forward; cards subsequently played are not unattackable if in a protected rank. A good attachment to this is
doubled. Border Forts (198/3rd), which limits attackers to flyers, and
since the realm cannot be attacked by flyers, the realm cannot
This card is a reprint of Damara (23/1st-3rd) with an altered be attacked. Other choice cards that make demands for flyers,
text, but the same special power. swimmers or earthwalkers that Evermeet will not allow (and
The Power of Damara is only useable in combat, and thus guarantee combat victories) include Rand the Bowyer
consequently is ideal for the front rank in the formation. This (13/PO), Wall of Iron (336/3rd) and other "wall" spells, Control
realm gives a defender a huge advantage when combat victory Weather (53/BR), and Reverse Gravity (385/4th). Remember,
is determined by total point levels. Note that this doubling however, that victories won in the above ways as a defender
effect doubles the adjusted level of the champion, which garner no spoils of victory, because the defeated attacker is
means the totals of any and all attachments are included as he not discarded, but just returns to his pool.
is sent out. This doubling also affects the world bonus of +3 For further information, see SFRG 1, p. 106.
given to all Forgotten Realms champions, as well as any

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Evermeet is the secluded island of the elves. It is the place that This is an excellent realm to have in the first position, since
all elves of Faerun aspire to journey to at the twilight of their only swimmers can attack. If the holding Border Forts is
lives. It is also the last elven refuge against invading races and attached, the realm becomes even more difficult to attack.
encroaching civilization, harboring elves driven from their Only champions that are both flyers and swimmers, such as
native forests. It is a place of wondrous beauty, and strongly Mykell and Deathstream are able to attack. In addition to the
protected from any intruders who might seek access to the attackers discussed above, the Coral Kingdom can be
land. attacked by a champion with the Scroll of 7 Leagues.
Coral Kingdom is bluelined as a coastal realm.
The Trollmoors
9/500 Raurin
Realm 11/500
Forgotten Realms Realm
Uncommon Forgotten Realms
The Trollmoors regenerate and must be defeated twice in one Uncommon
turn before being razed. If Raurin is razed, the attacking champion must be discarded.

This card is a reprint of The Trollmoors (30/3rd). The This card is a reprint of Raurin (17/FR).
Trollmoors (30/1st-2nd) has no special power. This vengeful realm is an excellent choice for the front rank,
This realm is a good defensive realm in that it requires two because the attacking champion that actually causes the realm
successful razes by attacking champions in order for it to be to be flipped must be discarded. It makes attackers think twice
flipped down. The successful razes need not be consecutive, before attacking. Plus, it gives the defender a chance to
but the two razes must all occur in the player's current phase remove a tough, troublesome champion from the game if that
4. Any holding that is attached to the Trollmoors is removed champion is sent forward to attack Raurin. Consequently, the
after the first successful raze, even though the realm is not yet realm might be the target of events and spells that destroy or
flipped face down. This realm offers two distinct benefits when raze it out of combat, so a holding like Hellgate Keep (17/NS).
it is the subject of an attack: First, the defender may allow a For further information, see SFRG 1, p. 330.
more formidable attacking champion the first raze, hoping to
get an easier foe for the next attack. Secondly, it forces the The Vilhon Reach
opponent to attack one extra time, and if that player is low on 12/500
champions, he might not be able to continue the attack. Good Realm
cards to use in conjunction with the Trollmoors are champions Forgotten Realms
that can defend twice before being discarded or defend but Uncommon
return safely to the defender's pool, such as Drizzt Do'Urden Coast
(253/4th), Seluna Darkenstar (20/PO), and Minerva (333/4th). If the Vilhon Reach is razed, this player can discard one razed
For further information, see SFRG 2, p. 126. realm from another player's formation.
The Trollmoors are a dark, dangerous place, but especially so
at night, for it is then that the legion of trolls inhabiting these This realm functions as an excellent, defensive counter-
moors congregate in force. These hideous, regenerating measure against opponents who seek to raze the realm,
monsters fear no one, attack any they encounter on sight. whether through combat or other means. Note that if the realm
is destroyed without being razed (such as Cataclysm
The Coral Kingdom (119/4th)), then its power to discard an opponent's razed realm
10/500 does not activate. If the owner of this realm does not mind it
Realm being razed, then some nice havok can be wrought on
Forgotten Realms opposing players. For example, the owner of this realm might
Rare play Horde (8/FR) or Earthquake (403/4th) which can cause all
Coast players to raze a realm; then, when this player razes The
The Coral Kingdom can be attacked only by swimmers. Vilhon Reach, he can discard one of his opponents' realms
that just became razed. A Tarrasque (134/4th) could also
This card is a reprint of The Coral Kingdom (11/FR) with an cause the same effect, but only if the other players play the
altered text, but the same special power. Tarrasque on The Vihon Reach. If the owner of the reach can
The Coral Kingdom is an excellent defensive realm, and is an hold cards that let him rebuild realms (Labor of Legend
obvious choice for the front rank. Since the realm is so difficult (122/4th), Korgunard the Avangion (270/4th)) and also play a
to raze in combat, it will be the target of spells and events that few of the aforementioned cards in phase three of one turn, he
destroy or raze it without having to be in combat. Therefore, could cause the discard of three of his opponents' realms!
three good holdings to attach to the realm that make it immune The Vilhon Reach is a hot, fertile land comprised of many
to events and offensive spells include The Geneva Conclave nations and independent cities all aspiring for dominance in
(Promo #1), Moonwell (77/4th), and Hellgate Keep (17/NS). the region. The druids of the reach, the probable true rulers of
Additionally, if the realm is the target of swimming attacks, the land, make sure that the whims of the Reach's nations do
cards that destroy swimmers or prohibit their use in combat are not despoil these lands.
invaluable, such as Aquilla (98/UD), Poisioned Water (17/PO
Chase), Gales at Sea (161/4th), Pelath the Bronze Dragon Giant's Run Mountains
(28/DR), and Habbakuk Interferes (92/DL). Two other good 13/500
holdings to attach to this realm are Border Forts (198/3rd), Realm
which consequently makes the realm unattackable, and Forgotten Realms
Nagawater (78/4th), which instantly destroys all swimming Rare
allies. The Giant's Run Mountains can be attacked only by flyers or
For further information, see SFRG 1, p. 328. giants. Its defenders are immune to offensive unarmed combat
The Coral Kingdom lies deep beneath the waves of the cards.
Trackless Sea around the Moonsea Isles. It is the home to a
horde of sahuagin, the evil fish-man race that terrorizes sea This realm's restrictions on attackers makes it an excellent
travelers. At one time, the sea devils actually held King Tristan choice for a realm in the front rank, although its defensive
Kendrick of the Moonseas hostage in its murky abode, but he powers make it a probable target for cards like Creeping Doom
was eventually rescued by his daughter Alicia and her (402/4th) and Disintegrate (393/2nd). Cards that work well in
adventuring friends. defense of the realm include those that instantly defeat flyers,
such as Gloriana (3/1st Chase), Storm Giant (77/FR), and

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Noble Djinni (84/3rd), as well as cards that instantly defeat This card is a reprint of Furyondy (122/3rd) with the same
giants, such as the Sword of Cymrych Hugh (62/FR). special power, the older editions have no power.
The immunity to offensive unarmed combat cards it confers to Although this realm has no benefits to the player for defense or
its defenders is also a nice defense. If coupled with holdings combat, its power to send any wizard in play to the discard pile
like Hellgate Keep (17/NS), the defenders now become can be invaluable. There are very few ways that another player
immune to offensive spells and harmful events played while could save his wizard champion from being discarded; this is a
the realm is being attacked. The Mist Caves (14/DR) is also a good way to remove an annoying wizard champion that is
good holding to attach, because it says flyers or swimmers immune to many things. The player of this realm is not forced
cannot attack the realm to which it is attached, leaving only to discard a wizard, but if he does not, the power is wasted.
giants left to attack. This power does not work when the realm is rebuilt, but if it
ever gets discarded and shuffled back into the draw deck, and
Sterich the player draws it, the power may once again be used. Since
14/500 the realm is easy to attack, a holding like Fortification: Curtain
Realm Wall (86/4th) and Fortification: Inner Wall (87/4th) would be a
Greyhawk good choice to attach to it, which severely limit who can attack
Uncommon it.
Any monster defending Sterich gains 5 levels. For further information, see SFRG 2, p. 140.

This card is a reprint of Sterich (119/1st-3rd). Temple of Elemental Evil


This realm is obviously only effective in a deck that contains Realm
several monsters. The gain in levels affects the monster's Greyhawk
adjusted level. This extra bonus might prove to be that extra Uncommon
little bit needed to get a monster's total high enough so that the 17/500
champion can use the instant win power of Kevin's Blade of Draw three cards immediately when the Temple is played.
Doom (206/3rd); or if the defending monster is a dragon
champion, then the extra 5 levels might be what the champion This card is a reprint of Temple of Elemental Evil (124/1st-3rd).
needs to play the instant-win card Swallow Whole (97/DR). This card might be considered a "must-have" for any deck
Since this realm power is designed to aid in combat, support because the player gets three more cards to add to his hand
cards should include powers that protect monsters during when the realm is played on the table. This power does not
battle, such as the Codex of the Infinite Planes (452/4th) or work if the realm is rebuilt. Since the realm is so popular, a
The Winner's Cape (520/4th). Some good holdings to attach to player will want to protect the Temple from being removed
this realm include Tenser's Castle (26/RR) that only allows from play so that another player cannot play it in his own pool.
heroes or wizards to attack, the Ancient Arms of the Horned This can be accomplished through the dungeon card Labyrinth
Society (142/3rd) which allows all Greyhawk monsters and of Castle Greyhawk (6/DU), which prevents all of the owning
their allies to earthwalk, in addition to granting 5 more to his player's Greyhawk realms from being razed or discarded
adjusted level, and the Ancient Arms of Furyondy (146/3rd) except through combat. Then, cards should be attached to it
which deflects all harmful spells and events away from the that make it harder or less desirable to attack, such as
realm. Additionally, attaching the Greyhawk artifact Boiling Oil Fortification: Inner Wall (87/4th) and Boiling Oil (55/DU).
(55/DU) will make an opponent think twice before attacking For further information, see SFRG 1, p. 138.
because of its punitive effect.
For further information, see SFRG 1, p. 136. Greyhawk Ruins
18/500
Nyrond Realm
15/500 Greyhawk
Realm Uncommon
Greyhawk All Greyhawk champions of this player gain 2 levels.
Uncommon
Elves, dwarves, gnomes, and halflings gain 3 levels when This card is a reprint of Greyhawk Ruins (125/1st-3rd).
defending Nyrond. This realm's power is a nice way to protect one's Greyhawk
champions from spells, psionics, and other powers that affect
This card is a reprint of Nyrond (120/3rd). Nyrond (120/1st- champions whose level is lower in number, such as Death
2nd) has no special power. Spell (377/4th) and Drain Will (75/DU). This level gain is added
This realm is best used in a deck specializing in a demi-human to the champions' adjusted levels, and applies to them at all
theme. The three levels added to the defender's level are times as long as they are in play. This realm is best played
added to the adjusted level, and this bonus applies to both deeper in the formation, hidden from attacks from champions
champions and allies who are elves, dwarves, gnomes, and without special movement restrictions.
halflings. Some good holdings to attach to the realm that will For further information, see SFRG 1, p. 138.
grant additional numerical bonuses to defenders or penalties The ruins of Castle Greyhawk is an enormous dungeon loaded
to attackers include Fortification: Bulwark (88/4th) and with treasure but plagued by many monsters. Adventurers who
Fortification: Barricade (89/4th). The rule card The Shadow made it out alive eported a horrible level filled with the stinging
World (72/BR) will protect all halflings who defend the realm, followers of the demonic bee-queen, and a level full of demons
should they lose the battle. Good champions to use when abuzz about a wedding.
defending the realm include Drizzt Do'Urden (253/4th), Jamlin
(38/NS), and Simpkin "The Weasel" Furzear (36/NS). Perrenland
For further information, see SFRG 2, p. 140. 19/500
Furyondy Realm
16/500 Greyhawk
Realm Uncommon
Greyhawk Coast
Rare Maximum hand size for all opposing players is reduced by one.
Coast
When first played, Furyondy can remove one wizard from play This card is a reprint of Perrenland (126/3rd). The 1st and 2nd
(the wizard is discarded). edition cards have no power.
This realm is sure to be one attacked by opponents if they can,
because it decreases by one the number of cards they can

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hold in their hand by one. Most of the time, this total will be Free and Independent City of Dyvers
seven, which could force opponents to discard cards if they 22/50
have too many in hand at the end of their respective turns. If Realm
the realm is in play but razed, the power does not function. Greyhawk
This realm is otherwise defenseless, so cards that protect it Uncommon
from attack, offensive spells, or events are most desirable to Coast
attach to it. The Labyrinth of Castle Greyhawk (6/DU) is also a This realm allows the player to trade up to 3 realms and/or
good card to have in a deck with this card, forcing opponents champions from his hand for an equal number of cards from
to attack the realm and raze it through combat to eliminate its his draw pile during phase 0. The realm is then razed.
power. It is best placed in the second or third rank of the
formation, helping protect it from attacks. While the drawback of using this realm's special power is
For further information, see SFRG 2, p. 140. significant, in that a realm is razed and champions or realms
must be discarded, the realm still has some uses. First, if a
Duchy of Tenh player has cards that can instantly rebuild realms, such as the
20/500 Arms of the Shield Lands (216/2nd), then the act of razing the
Realm realm becomes less of a detriment when obtaining the extra
Greyhawk cards. Secondly, quite often other players might be blocking
Rare this player from playing realms or champions because they
If Menzoberranzan is played or razed while the Duchy of Tenh have put a realm in champion in play first (per the rule of the
is in play, this player draws three cards. cosmos). By discarding these champions and or/realms from
his hand, this player at least now gets cards to replace the
This card is a reprint of Duchy of Tenh (139/3rd) with an unplayable cards, instead of typically discarding them to
altered text, but the same special power. Duchy of Tenh rebuild a razed realm in phase 2 or discarding them to get
(139/1st-2nd) has no special power. down to legal hand size in phase 5. Near the end of a game
Since Menzoberranzan (1/4th) is such a popular card that most that this player is losing, it might be quite beneficial to sacrifice
players will have in their decks, the Duchy of Tenh is an realms and champions in order to possibly draw a card that
excellent choice to place in a deck since the odds are so great can change the course of the game, such as Cataclysm
for its power to be used. The hardest part is playing the Duchy (119/4th) or Tarrasque (134/4h). Note that this realm is not a
before Menzoberranzan itself is played. However, since the good choice to play with the dungeon card Labyrinth of Castle
player draws three cards if Menzoberranzan is also razed, it is Greyhawk (6/DU), since the dungeon card does not allow
a good idea to have cards that can easily raze a realm, such Greyhawk realms to be razed outside of combat.
as Creeping Doom (402/4th). Extra cards are not drawn if the The cards are drawn from the top of the draw pile.
realm is destroyed without being razed, such as with the Lair of
the Shadow Drake (3/DR). This realm is best placed in a back Spindrift Isles
rank where it is protected from most attackers; attaching a 23/500
holding that makes it difficult to attack is also prudent, such as Realm
The Mistmarsh (13/DR) and Fortification: Inner Wall (87/4th). Greyhawk
For further information, see SFRG 2, p. 144. Uncommon
Coast
Hell Furnaces The Spindrift Isles can be attacked only by flyers or swimmers.
21/500 It can defend itself as a level 8 elf wizard.
Realm
Rare This realm is an excellent choice for placement in the front
Coast rank, because it severely limits the number of champions who
The level of any dragon defending the Hell Furnaces is can attack the realm. If one attaches The Mistmarsh (13/DR)
doubled. Swimmers cannot attack this realm. holding, now only swimmers can attack the realm.
Consequently, two good champions to have in the deck to
This card is a reprint of Hell Furnaces (89/AR) with altered defend this realm would be Gloriana (3/1st Chase) and Aquilla
special powers. (98/UD), who defeat flyers and swimmers respectively. An
This is an excellent realm to place in a deck with a dragon added bonus is that the realm can defend itself if need be, and
theme, because it doubles the adjusted level of any dragon as an elven wizard. Now spells can be used in addtion toallies,
champion as he is brought out to defend the realm. Cards as well as events that are benefical to elves, such as Drow
subsequently added in battle are not doubled. For example, if Justice (21/UD). Since this realm is likely to be the target of
the level 10 Fire Dragon (38/DU) had the +8 Clockwork Ogre spells, events, and psionic powers that will instantly destroy it
(71/DU) magical item attached, and the +4 artifact Boiling Oil outside of combat, it would be wise to have the Labyrinth of
(55/DU) were attached to the realm, his total entering battle Castle Greyhawk (6/DU) in play as well.
would be a formidable 44, not to mention that he destroys all
attachments on an opposing champion at the start of battle. Stonefist Hold
The second power which prevents swimmers from attacking is 24/500
also a nice bonus. If one can attach the Triton Throne (65/DU), Realm
which states that the attached realm can only be attacked by Greyhawk
swimmers, then the realm becomes unattackable! In this case, Uncommon
it is good to protect the realm from spells and events that could Coast
destroy it outside combat, such as the Ancient Arms of Any hero defending Stonefist Hold gains 4 levels. This realm
Furyondy (146/3rd), Fortification: Parapet (84/4th) and The may be razed to prevent another player from gaining an extra
Labyrinth of Castle Greyhawk (6/DU). Note that if the Triton turn.
Throne is attached with the Labyrinth of Castle Greyhawk
dungeon card in play, no way exists for the realm to be razed While the benefit to add 4 levels to a defending hero's adjusted
or removed in any direct way. If this realm is in the front of the level is respectable, the best power of the realm is to stop an
formation, this is quite powerful. Opponents' only recourses opponent from receiving those annoying extra turns. As of this
would be to attack realms in the back ranks, or attack the writing, the only two cards that directly give extra turns are The
dungeon card, or find a way to remove the Triton Throne from Caravan (131/4th) and Ancient Kalidnay (92/AR). A Bell of
the realm. Might (18/FR Chase) that copied The Caravan could also be
For further information, see SFRG 2, p. 235. canceled by this realm power as well. Even though razing the

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realm is a costly action, preventing a player from getting those Uncommon
extra cards can be very strategic. Allies cannot attack Urik. This realm can defend itself as a
This realm's biggest drawback is being able to get it into play level 4 hero.
before these cards that grant extra turns get used. Additionally,
it would be useless (except for the power of adding 4 to a This card is a reprint of Urik (223/1st-3rd) with an altered text,
defending hero's level) to put this card in a deck containing but the same special power.
The Labyrinth of Castle Greyhawk (6/DU), because that card This Dark Sun realm is a good choice for any deck based
does not allow Greyhawk realms to be razed outside of around the Dark Sun setting. Not only does it afford the player
combat. Since it could be the target of spells to raze or destroy an extra defender in it's level 4 hero champion, but it also
it, holdings such as Fortification: Bastion (83/4th) would be restricts the attacker from playing any allies. This is especially
good a god attachment to it or another realm in the formation. useful against decks that contain a lot of allies, or at least
several of the more dangerous ones, like The Dreaded Ghost
Ull (246/4th).
25/500 It is not a good choice to defend Urik with a champion that
Realm gains bonuses when the opponent plays allies, like Mika the
Greyhawk Wolf-Nomad (274/4th) unless necessary. Champions with lots
Uncommon of immunities, like Gib Htimsen (13/1st Chase), are great
When other players draw extra cards through events, this choices, since the attacker will have even fewer choices to use
player can examine the extra cards and discard one. against your defender.
There are several good choices for holdings, including Arkhold
This card is an excellent deterrent that could make opponents (94/4th) Mud Palace (91/4th) and Silver Spring (97/4th).
think twice about laying events such as Good Fortune For further information, see SFRG 1, p. 171.
(120/4th), Unusually Good Fortune (11/FR Chase), or The city of Urik is known for it's huge standing army. When
Hurricane! (140/4th). As such, it will probably be the focus of confronted with some danger, the ruler of Urik has to simply
attacks or cards that could instantly destroy it, such as Psionic summon this army to squelch any uprising or invasion. It is not
Disintegration (73/DU) or Cataclysm (119/4th). Therefore, it is unheard of that the sorcerer-king himself would lead this army
a good idea to place it in a back rank to limit who can attack it, on occasion.
as well as by having the dungeon card Labyrinth of Castle
Greyhawk (6/DU) in play, which prevents it from being razed or Tyr
discarded outside of combat. A good strategy is to play events 28/500
that force other players to draw extra cards, so that the owner Realm
of Ull can then discard one of these cards. Such events include Dark Sun
Transformation! (125/4th), Treasure Fleet (214/2nd) and Uncommon
Festival (21/BR Chase). Note that in the case of Festival, the Tyr's player draws one extra card per turn. This realm can
owner of Ull gets a free card, while the other players' one card defend itself as a level 5 hero.
can be discarded!
Ull's power applies to the new hand of five cards received after This card is a reprint of Tyr (224/1st-3rd) with an altered text,
a Transformation! event. but the same special power.
This is a must for any Dark Sun deck, as well as any other
Valley of the Mage deck that isn't world specific. The ability to draw an extra card
26/500 per turn is just too useful to pass up. When Tyr is originally
Realm played (or unrazed) the player can draw one extra card
Greyhawk immediately. Thereafter, the player must remember to draw an
Rare extra card during phase 1. If that player has moved on to
Monsters cannot attack the Valley of the Mage. This realm can phase 2, he must forgo the extra card for that round.
defend itself as a level 9 wizard. Tyr is also able to defend itself as a level 5 hero, so it gives an
extra boost to decks that have a low number of champions, or
This Greyhawk realm is a good choice for a deck that when one just can't seem to keep enough champions in their
specializes in limiting the types of attackers. All champions pool.
designated as monsters are not allowed to attack this realm. The Mud Palace (91/4th) is a great holding for Tyr, as it makes
Holdings that further limit the attacker, like Fortification: Curtain extra room for the extra cards in the player's hand. Another
Wall (86/4th) and Fortification: Inner Wall (87/4th) are good good choice is Arkhold (94/4th), because then the player gets
attachments to the Valley of the Mage. This realm also has the 2 extra cards per turn. Be careful when using these
ability to defend itself as a level 9 wizard; which is one of the combinations, as Tyr will become targeted by other players.
highest realm champions in the game. This realm champion Try to place Tyr in one of the back ranks in your formation, and
only exists to defend the Valley, and therefore cannot be used be prepared for the Cataclysm! (119/4th) or the Estate
to cast spells in phase 3 or when the Valley is not being Transference (437/3rd).
defended by the realm champion. For further information, see SFRG 1, p. 171.
If you have Valley of the Mage in your front ranks, you can The gladiator arena in Tyr is famous for it's champions. Many
further inhibit attacks on your formation (if only for one turn) by great fighter have risen from it's brutality to become legends in
playing Apple of his Eye (12/FR Chase). the city; even if only for a short time. One warrior, L'tor Blazon,
The Valley of the Mage is named after it's self-proclaimed is famous for being victorious in every match while refusing to
guardian and ruler, Jaran Krimeeah. His official title is His Most use any weapons at all. It is this type of brute strength that
Magical Authority, the Exalted Mage of the Valley and Laird of helps defend Tyr from it's enemies.
the Domain, not that many outside of the valley are able to
refer to him as such. The Valley of the Mage is a secluded and Cúpula BSW 2021: A carta extra deve ser comprada apenas
well protected land, and few have returned from journeying no turno seguinte ao em que essas cartas forem jogadas.
there. Whether these adventurers decided to remain or were
eliminated are pure speculation on the part of the bards and Gulg
sages. 29/500
Realm
Urik Dark Sun
27/500 Uncommon
Realm The first ally to attack Gulg each battle is destroyed. Gulg can
Dark Sun defend itself as a level 7 hero.

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easier to unraze this, compared to most other realms), it can
This card is a reprint of Gulg (225/1st-3rd) with altered special also be used to your advantage. When confronted with cards
powers. like the Flaming Fist (238/4th), it might be advantageous to
This Dark Sun realm can defend itself as a level 7 hero, which raze New Giustenal. Then later, when you don't have a realm
is rather high for a realm champion. Gulg's other ability is to to play, you only need to discard one card to bring it back into
instantly destroy the first ally played against this realm or it's play. If you plan on using this realm in this fashion, try to attach
defender. This is automatic, and does not allow the ally to use Silver Spring (97/4th) to it. That way you can force an
it's special powers unless they are triggered when destroyed. opponent to raze one of his realms also.
The player with Gulg does not get a choice as to which ally, it For further information, see SFRG 2, p. 235.
is just the first one played in any battle. Note that this does not
mean any round of battle; therefore if an attacker uses an ally Ur Draxa
(which gets discarded) and subsequently wins, the next 32/500
champion can play an ally without any reprisal from the realm's Realm
power. When Gulg is attacked again for the first time, this Dark Sun
power re-instates itself. Uncommon
Players may try to get around this power by throwing a low- This player and his champions are immune to offensive psionic
level ally first, but since many of the low level allies have powers. Champions with attached artifacts or magical items
nastier powers, like the Assassins (221/4th), it pays to get cannot attack this realm though, they can be added during
them out of the way before they can do any real harm. battle.
For further information, see SFRG 1, p. 171.
Gulg is one of the few city-states on Athas that is a forest-city. This card is a reprint of Ur Draxa (93/AR) with an altered text,
This extra cover gives the defenders of Gulg the ability of but the same special power.
surprise, thereby eliminating the first wave of attackers before When a player has this Dark Sun realm in play and it is
they are aware of the danger hidden within the trees. unrazed, all of his champions in play are immune to offensive
psionic powers. This includes psionic power cards and
Euripis offensive psionic abilities of champions and allies. Therefore,
30/500 as long as Ur Draxa is unrazed, all monsters in the player's
Realm pool are safe from Agis's (261/3rd) special power. This can be
Dark Sun very useful for any deck that is heavily weighted with monsters.
Uncommon This realm can also almost completely disable a psionicist-
Only champions able to cast spells can attack Euripis. based deck.
Swimmers cannot attack this realm. In addition to this immunity, Ur Draxa also limits the potential
attackers. Any champion that already has an attached magic
This card is a reprint of Euripis (90/AR) with an altered special item or artifact cannot attack this realm. Once a champion has
power. started the attack on Ur Draxa, items can be attached
This Dark Sun realm is another that limits the type of champion normally. This restriction on attachments extends to include
that can attack. Instead of picking a champion type however, it champions that are brought into a battle via something like the
limits attackers to those who have the ability to cast spells. Helm of Teleportation (219/1st).
Besides wizards and clerics, any champion with the special This is one of the few Dark Sun realms that does not have it's
power of spellcasting, like Cyric (92/FR) can attack Euripis. It is own realm champion, but if you attach Silver Spring (97/4th) to
not necessary to actually cast spells, so if Dearlyn Ambersong it, you can increase it's dangerousness.
(44/DU) attacked Euripis without the permission of Midnight For further information, see SFRG 2, p. 236.
(46/3rd), she would be able to attack, but not be able to cast
any spell during the battle. Also champions that have an Shault
attachment that enables spellcasting, like the Necklace 33/500
(176/4th), can also attack this realm. These attachments must Realm
already be in place before they attack Euripis, although if Dark Sun
removed during battle, they do not automatically lose. Uncommon
Euripis has a further restriction in that no swimmers can attack Shault can be attacked only by monsters or flyers. The realm
this realm. This includes champions and allies. Therefore can defend itself as a level 6 champion of any type, chosen by
Drawmij (276/4th) could not attack, even though he is a this player when attacked.
spellcaster, because he is also a swimmer.
For further information, see SFRG 2, p. 235. This card is a reprint of Shault (94/AR) with an altered text, but
the same special power.
New Giustenal Shault is yet another Dark Sun realm that puts a limit on the
31/500 type of champions that can attack. For this realm, only
Realm champions designated as monsters or flyers may attack. Of
Dark Sun course, if this designation gets changed after combat has
Rare begun, as with Reverse Gravity (56/AR) against a flyer, the
Coast attacker continues as normal, because the champion has
New Giustenal cannot be attacked by flyers (except Dregoth). already arrived at the realm. Several different holdings can be
If razed, this realm can be rebuilt by discarding only one card. attached to increase these restrictions. These include Black
Waters (98/4th), Salt View (232/3rd), and Waverly (238/1st).
This card is a reprint of New Giustenal (91/AR) with an altered Shault is also one of the many Dark Sun realms that has it's
text, but the same special power. own realm champion. This realm champion has an advantage,
This realm is yet another from the Dark Sun campaign that however. The player can choose what type of level 6 champion
limits the potential attackers. With the exception of Dregoth, he wants defending Shault. This choice is made when Shault
Undead Dragon-King (74/AR) no flyers can attack New is attacked and the defender decides to use the realm
Giustenal. This is very effective against those dragon decks, or champion. Not only does this include clerics, wizards, heroes
any other deck with a lot of flyers. and monsters, but also regents, psionicists and thieves.
New Giustenal's secondary power is that if it is razed for any (Designations like undead or dragon that are not related to an
reason, it can be rebuilt by discarding only one card instead of icon type are invalid as choices.) This is a great advantage
the normal three. This is done only during phase 2, and only in because you already know what cards you have available, and
the stead of placing a realm on that turn. This ability not only can pick a champion accordingly. Imagine, for example, that
reduces the value of New Giustenal as a target (since it's you only have clerics in your pool, and Shault is attacked by

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the Living Scroll (408/3rd). Your opponent may think he has an Lake Island can be attacked only by flyers or earthwalkers. It
easy win as long as you aren't holding any champions in your can defend itself as a level 5 monster.
hand, but you could defend Shault with a wizard realm
champion and beat the Scroll outright. This can work on This card is a reprint of Lake Island (97/AR) with an altered
several automatic kill champions. text, but the same special power.
Remember that when you choose the champion type, you can This Dark Sun realm restricts attackers to only those
then make use of it's special abilities: i.e. spells, unarmed designated as flyers or earthwalkers. This applies to both
combat cards, psionic power cards, etc. champions and allies. Because this restriction is not against an
For further information, see SFRG 2, p. 236. icon type, it can be useful against almost all types of deck
configurations. Attaching a holding that prohibits flyers, like
The Forest Ridge Waverly (238/1st), can make this realm almost impossible to
34/500 attack, unless your opponent(s) have several earthwalking
Realm champions.
Dark Sun Lake Island can also defend itself, if necessary, as a level 5
Rare champion designated as a monster. This monster champion is
If the Forest Ridge is razed through combat, the attacking subject to all cards that help or hinder this card type.
champion is consumed by feral halflings and is discarded. Since this realm states that it can only be attacked by
earthwalkers, it is subject to the powers of Volcanic Eruption
This card is a reprint of The Forest Ridge (95/AR) with an (64/RR), so it isn't recommended to play this card yourself
altered text, but the same special power. when you have Lake Island in your formation.
The Forest Ridge is one of the few Dark Sun realms that does For further information, see SFRG 2, p. 237.
not have a realm champion or limitations on the attackers. As the name suggests, Lake Island is one of the few places on
Instead it has a vindictive power that enacts only once the the desert-swept land of Athas that actually has a continual
realm is razed through combat. If the realm is razed outside of water source. Because of this, many dangerous creatures tend
combat, it's special power has no effect. Also, if during combat to gather here, including giant beast-headed monsters of
the Forest Ridge is discarded (as opposed to just being razed), exceptional strength. The waters of Lake Island seem to simply
it's special powers also have no effect. If this realm is bubble up from below, without explanation.
successfully razed during combat however, the champion that
razed the realm is discarded, along with any attachments. This The Jagged Cliffs
can be quite useful if there is one champion you'd like to get rid 37/500
of. When your opponent attacks with this champion, simply Realm
declare no defense, raze the realm and send the offending Dark Sun
champion to the discard pile. Uncommon
For further information, see SFRG 2, p. 237. Any halflings played in defense of the Jagged Cliffs are tripled
The greatest danger found in the Forest Ridge has got to be in base level. The realm can defend itself as a level 3 halfling
it's population of feral halflings. This tribal group consider the hero.
Forest Ridge their home and hunting grounds, and will hunt
down and eat just about anything they can find in it; including This Dark Sun realm is a must for any deck that focuses on
unsuspecting adventurers. halflings. All cards designated as halflings, champions and
allies, are tripled in base level when defending this realm. This
Celik includes, but is not limited to such cards as Yondalla the
35/500 Provider (475/4th), Brandobaris (476/4th), Halfling, Inc.
Realm (66/FR), and Halfling Mercenaries (222/4th). Good cards to
Dark Sun use with the defense of this realm are cards that multiply the
Uncommon defender's adjusted level. For example, if Brandobaris was
Champions attacking Celik must discard all attached magical used to defend the Jagged Cliffs, and Complete Surprise
items or artifacts (attacker's choice) and cannot add more of (25/NS) was added, the defending champion would already be
the type chosen during battle. a whopping level 78!
The Jagged Cliffs can defend itself as a level 3 hero, but since
This card is a reprint of Celik (96/AR) with an altered text, but it is designated as a halfling, in combat it would start with a
the same special power. base level of 9 (level 3 x 3). This tripling of halfling levels only
Celik causes all attached cards of either artifacts or magical functions when the halflings are defending the Jagged Cliffs.
items to be discarded upon attacking, and no more of the Because the realm champion is a halfling, it is tripled. Jagged
chosen type can be add during battle. This is a great power Cliffs can therefore defend itself at level 9.
against those decks that rely heavily on these types of cards. It
does have it's drawback in that the attacker, not the defender, The Last Sea
gets to choose what type is restricted. If the attacking 38/500
champion has no artifacts and the attacker doesn't plan on Realm
using any for the battle, nothing is stopping her from choosing Dark Sun
artifacts as the restricted type. Uncommon
Even with this drawback, Celik can be exploited for the The Last Sea can be razed to act as a modified spell turning
defender's benefit. Whenever the attacker chooses to prohibit spell, redirecting any offensive spell to a target of this player's
magical items for his champion, respond by playing the Loup- choice.
Garou (236/4th) and you will have a successful defense.
For further information, see SFRG 2, p. 237. Hence the name "Sea" this card should be bluelined as Coast,
The ancient city of Celik is riddled with long-forgotten IMO (Sascha).
labyrinths and tombs. Many foul creatures and long-lost riches This Dark Sun realm is a must for any deck that is going to
are rumoured to lie beneath the surface of this aged city. confront opponents with spellcasting abilities. When this realm
is in play, the owner can choose to raze the realm voluntarily in
Lake Island order to turn any just-cast offensive spell. This can be done at
36/500 any time, and the spell affected can be re-directed to any
Realm target as if this player had cast the original spell. The spell
Dark Sun affected does not even have to have been cast on the owner
Uncommon of the Last Sea. This modified spell turning spell can be
dispelled, and if it is, the realm remains razed.

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This power can even be used if the realm is the target of the The Battle-Fens
original spell. For example, if the Last Sea is targeted by a 41/500
Disintegrate (393/2nd), the Last Sea can be razed to re-direct Realm
this spell before it takes effect. When this power is used, Birthright
anyone with a card like Mulmaster (73/4th) does not get to Rare
draw a card, because the Last Sea is not a spell card itself. Spells and magical items cannot be used by a champion
The Last Sea is a large body of water in the mostly arid land of attacking the Battle-Fens. Spells and magical items used by
Athas. Many kinds of aquatic wildlife can be found here, that defenders of this realm are doubled in level.
cannot be found anywhere else on this vast world.
The Last Sea's power is treated as a Re-target spell. The new The Battle-Fens is an excellent realm to be used against any
target of the redirected spell must be a legal target for that deck that relies on either spells or magical items. This
spell. For example, if Disintegrate is redirected, the new target Birthright realm prohibits the use of any spells or magical items
must be a realm. by any of it's attackers. This means that no spells or magical
items, offensive or defensive, can be used at all when
Dragon’s Crown Mountains attacking this realm. If spells or magic items are already
39/500 attached to the attacking champion, they simply do not
Realm function. Once combat has been initiated, no spells or magical
Dark Sun items can be played by the attacker, even if in response to
Rare such cards as the Loup-Garou (236/4th).
All dragon champions of this player are immune to offensive In addition to this ability, the Battle-Fens double in level all
spells and offensive psionic power cards. The realm can spells and magical items used by the defenders. This doubling
defend itself as a level 7 monster (dragon). only applies to spells and magical items that have some type
of level bonus. Cards such as The Necklace (176/4th) or
This Dark Sun realm has a level 7 realm champion that is Reverse Gravity (385/4th) are not affected by this ability. Good
designated as a monster (dragon). As such, it is subject to all choices for cards in the defense of the Battle-Fens are
restrictions and benefits granted by other cards. Since this is a champions that can cast spells, and magical items with high
high level champion, it is quite useful. bonuses, like the Girdle of Storm Giant Strength (183/4th) or
Dragon's Crown Mountain also bestows immunity to offensive the Libram of Ineffable Damnation (8/BR Chase). One of the
spells and offensive psionic power cards upon all of this best champions to use if casting spells while defending the
players dragon champions. This includes the dragon realm Battle-Fens is Bengoukee the Witch Doctor (434/3rd), because
champion. This immunity extends to the champions, whether now all spells cast by the Witch Doctor would be multiplied by
they are in the pool, attacking or defending. This immunity can 4.
be passed along to all of this player's champions if Dragon's If the optional Aiding the Attacker or Defender rule is being
Crown (15/DR) is attached to this realm. If the Codex of the used, these restrictions and bonuses also apply to those
Infinite Planes (452/4th) can be placed in this player's pool, helping in the battle.
immunity to magical items can be added to all of this player's
champions. The Giantdowns
42/500
Cúpula BSW 2021: Este reino não deve ser considerado Realm
costeiro. Birthright
Uncommon
The Realm of the White Witch Giants defending this realm are doubled in base level.
40/500 Monsters defending the Giantdowns gain 3 levels.
Realm
Birthright This Birthright realm works best in a deck with a lot of giants.
Uncommon All giants, champions and allies, used in defense of this realm
Monsters and wizards gain 3 levels when defending this realm. are doubled in base level. Monsters that are used in defense
This player's champions are immune to the phase 0 special of the Giantdowns gain 3 levels. These two powers can be
powers of realms. cumulative, so if Jarl the Frost Giant (40/RR) were defending
this realm, it's level would be 17. (Base 7 doubled because of
This Birthright realm is a nice choice for any Birthright deck, being a giant, then 3 added because of being a monster.) To
but because of it's secondary special power, it could be useful really make this a nasty realm to attack, add an ally that is
in almost any deck. It's foremost power is being able to grant 3 designated as a giant, like Hero Slayer (50/DU). The adjusted
extra levels to any monsters or wizards that defend this realm. level would be 29, and if you follow this by playing Surprise
Naturally, this is most useful if you have several of these types Raid (121/4th) you'd have an adjusted level of 58. Whenever
in your deck. you have the capability to get high levels like this in just three
The second power of the Realm of the White Witch is to grant cards, you'd better consider adding Kevin's Blade of Doom
immunity to any phase 0 special powers of realms for all of this (206/3rd) to your deck.
player's champions. Phase 0 powers are those that take place Although cards like Giant Raid! (59/RR) would be useful in a
at the beginning of a player's turn, before any cards are drawn, deck containing the Giantdowns, it would not help it's
like the special power of the Scarlet Brotherhood (135/3rd). defenders, as Giant Raid! only gives bonuses to attacking
Players should keep in mind that even though this realm grants giants, not defending ones.
immunity to all of the player's champions, it does not grant any
immunity to the realm. Any special powers that target the The Sphinx
realm are completely unaffected. 43/500
Good choices as defenders of the Realm of the White Witch Realm
are any wizard or monster champion from the Birthright Birthright
campaign, as they would gain an additional +3 in accordance Uncommon
with the world bonus rule. Cards such as All Hallow's Eve This player may look at another player's hand once per turn.
(25/RL) or any of the Moon Waxes (98-100/DL) events would
also be helpful in the defense of this realm. This realm is a great choice for any deck, but The Sphinx is the
perfect realm for any deck in which you plan on attacking at all.
Cúpula BSW 2021: Este reino não deve ser considerado Since this realm enables you to look at another player's hand,
costeiro. you can see if attacking that person would be conceivable or
not. This ability to look at a player's hand can be used once

Quarta Edição - Página 154


per turn, but it does not have to be used in any specific phase. be used at any time, this realm is placed in the Abyss and all
The player of the Sphinx can look at one another player's hand cards that are not events or champions are removed from the
once anytime from phase 3 of his current turn until phase 3 of Abyss and put in the discard pile instead. This card can be
his next turn. This means that if this ability isn't used until helpful to get back high-power cards like the Arrow of Slaying
phase 2 of this player's turn, he could look at another player's (200/4th) and the Staff of Conjuring (165/4th). It is also useful
hand during phase 3, thereby actually seeing two player's when your opponent(s) have cards that can send your
hands in one round. attachments into the Abyss, like the Rowan (224/4th) or the
This realm is perfect to use in conjunction with cards such as Mace of Disruption (204/4th).
the Ebony Cup of Fate (8/FR Chase) and the Loup-Garou It is best to use the power of the Tarvan Waste when you are
(236/4th), not to mention champions like Lovely Colleen about to shuffle your discards back into your draw pile, or
(22/1st Chase), the Living Scroll (408/3rd) and the King of the when you have some card that can retrieve cards from the
Elves (440/3rd). discard pile, like Remnis (481/4th). Since this realm gives no
Champions or realms that have immunities against a realm's support in it's defense, attaching a holding that would
special powers would have no effect on the special power of strengthen it, like Grovnekevic (108/4th), is suggested. Putting
the Sphinx, unless the power specifies that it includes the cards like Karlott the Shaman (63/3rd) and Escape from the
player or the player's hand. Abyss (162/4th) into a deck with the Tarvan Waste can make
your Abyss pile very accessible indeed.
Cúpula BSW 2011: Seu uso é entre o passo 3 do turno do
possuidor do reino e o passo 3 de seu próximo turno, podendo Black Spear Tribes
o poder da carta ser usado durante o turno de outro jogador. 46/500
Realm
The Mistmoor Birthright
44/500 Rare
Realm An attacking champion loses 1 level from his base level for
Birthright each card attached to him and for each card he plays in battle.
Uncommon If his base level is reduced to 0, he is defeated and discarded.
The fogs of the Mistmoor are particularly dense, allowing a
defeated defender to escape back to his pool with This is a very dangerous realm to attack, and as such works
attachments, rather than being discarded. great in just about any deck. Whenever a champion attacks
this Birthright realm, he loses 1 level from his base level for
The Mistmoor is a great realm for decks that are geared for every card attached or played during combat. This includes
defense, or decks in which you plan on attacking a lot, as all any events that actually affect combat, but not those that do
that attacking usually comes back around. This Birthright realm not. Therefore, Balance of Power (145/4th) would cause the
allows defenders that are defeated the ability to return to their level loss, but Good Fortune (120/4th) would not.
pool instead of being discarded. This includes all attachments Furthermore, if the attacking champion's base level is reduced
that do not normally get discarded at the end of a victorious to 0 or below, he is automatically defeated and discarded. The
battle; i.e. magical items, artifacts, and certain spells and allies. defender can then draw his spoils of victory. Playing cards that
Allies that remain with their champion when victorious are force your opponent to play cards, like the Loup-Garou
obviously not retained in the pool. If the result of combat would (236/4th) work great when defending this realm. A really nasty
have resulted in the defender being sent to the Abyss, the combination to use in conjunction with the Black Spear Tribes
Mistmoor offers no protection and the champion would go to is to put it in a deck with a lot of undead champions and get
the Abyss as normal. Only champions that would be discarded the Negative Planar Energy rule card (73/NS) into play. Then
can be saved through the fogs of the Mistmoor. play Spacewarp (57/UD) and choose Black Spear Tribes as
There are many great champions that can be used to their the realm in question. Now any attacks must be against this
utmost in defense of the Mistmoors. Champions with the ability realm, and you can subtract both your champion's level and 1
to defend more than once, like Ochimo (95/FR) and Drizzt for each attachment from your opponent's base level. Having
Do'Urden (253/4th) are excellent because they can defend something like Orcus (44/NS) in your pool doesn't hurt, as you
twice and still end up in the pool. Also any champions that get to add 5 to the base level of all your undead, which in turn
have vindictive powers when they are defeated, like Iuz the will increase the number you can subtract from your attackers.
Evil (167/3rd) and Kelaser Redbelt (25/PO), can use their
powers when defeated without having to be discarded. Players Thurazor
should remember that even though a champion returns to the 47/500
pool when defeated, that champion is not eligible to defend Realm
again in the current battle, unless his special power states so, Birthright
like the cards mentioned above. Uncommon
Even though elevation and geography play a large part in the Thurazor can defend itself as a level 7 monster. If the realm
creation of the fogs surrounding the Mistmoors, many people champion is defending, it may play the first card in defense,
believe it is caused by the things that dwell with in it's borders. regardless of whether winning or losing.
Many people have disappeared and never been heard from
again once entering the Mistmoors, although rumors that the Thurazor has a level 7 realm champion that is designated as a
fogs reach into another plane (or demi-plane) are unconfirmed monster. Cards that hinder or benefit monsters apply to this
at the present time. champion when defending. This is a pretty high level realm
champion, but it gains one additional power. Whenever the
Tarvan Waste realm champion itself is defending, the player defending
45/500 Thurazor can play the first card in defense, regardless of who's
Realm winning the battle. This may not seem like a major feat, but if
Birthright the defending player has a card that he would like to activate
Uncommon right away, like Cannon Ball (60/DU) or Troglodyte (46/DU), he
This realm can be sent to the Abyss from the formation to could do so without waiting until he is on the losing side of the
transfer all nonevent and nonchampion cards in the Abyss to battle. Better yet, he could play a card before his opponent can
the discard pile. do the same thing.
Other good cards to use in defense of this realm include Flesh
This Birthright realm has a special power that few cards in Golem (235/4th), Clay Golem (247/4th), and Marilith, Tanar'ri
Spellfire possess. It can get cards out of the Abyss. When this (242/4th).
player chooses to use the power of Tarvan Waste, which can

Quarta Edição - Página 155


Cúpula BSW 2021: Este reino não deve ser considerado size by three. This is great in decks that allow you to draw a lot
costeiro. of extra cards. If your deck contains Good Fortune (120/4th),
Mulmaster (73/4th), Imperial City of Anuire (12/BR) and the
The Sielwode like; Cariele is perfect for your deck. It's best to place it in the
48/500 second rank so that it's hander to attack, but gives you it's
Realm benefit for the longest time.
Birthright If you are playing with a 75 card or 110 card deck, this realm is
Uncommon a must, since the games last longer and the more cards you
All spells, allies, psionic power cards, unarmed combat cards, can hold, the better. This realm also is great for countering the
and blood abilities used in the attack and defense of this realm effects of the Perrenlands (19/4th). Combine this realm with
are sent to the Abyss. cards that increase your draws per turn to get the maximum
The Sielwode has a very powerful special ability. It causes all benefit out of this ability. Suggestions include Tyr (28/4th),
spells, allies, psionic power cards, unarmed combat cards and Arkhold (94/4th), and the Medallion of Faith (25/DL Chase).
blood ability cards used in attack and defense of this realm to A great holding for Cariele is the Geneva Conclave (Promo
be sent to the Abyss after they are used instead of being #2), because this keeps Cariele from being a target of those
discarded. This also includes cards that would normally not be nasty Cataclysms (119/4th). Another good choice as a holding
discarded due to other cards powers, like any spells cast by a is the Maze of Maalvar the Minotaur (17/BR) since it limits
champion with Spellbook (30/AR) attached. Even though attackers to flyers and earthwalkers.
normally the champion could retain up to two spells, the
powers of Sielwode override this and force the cards to the Boeruine
Abyss. 51/500
This Birthright realm works best in a deck with little or none of Realm
the cards that are affected by the Sielwode. For example, a Birthright
deck made up mainly of thieves, with magical items and Uncommon
artifacts, could defend Sielwode well, even using their thieving Any champion defending Boeruine can cast wizard spells and
abilities without losing any cards to the Abyss when the battle use blood abilities. This realm can defend itself as a level 6
was over. Of course, this works for the attacker, too. Thief regent.
decks should have very little qualms about attacking this
realm. Cúpula BSW 2021: Este reino não deve ser considerado
Good choices for holdings include Proudglaive (14/BR) costeiro.
because it can triple a champion's base level if he doesn't use
allies, which you wouldn't want to use anyway. Also holdings Rhuobhe
that benefit a player's pool, like Kal-Saitharak (15/BR), 52/500
because the Sielwode will scare a lot of people away from Realm
attacking it , and that should keep those holdings a little more Birthright
protected. Rare
When Rhuobhe is first played, this player can send any regent
The Five Peaks to the Abyss.
49/500
Realm Reorxcrown Mountains
Birthright 53/500
Uncommon Realm
The Five Peaks can be attacked only by flyers or earthwalkers. Dragonlance
Uncommon
This Birthright realm is a great choice, because it limits the The Reorxcrown Mountains can be attacked only by flyers or
attackers drastically. Only champions and allies that have the dwarves and is immune to offensive wizard spells.
ability to earthwalk or fly can attack this realm. All other
champions simply cannot attack the Five Peaks. Cards that This card is a reprint of Reorxcrown Mountains (15/DL) with an
work well against these types of champions/allies are great to altered text, but the same special power. It has also a new
use when defending. Noble Djinni (84/3rd), Gloriana (3/1st picture on it.
Chase) and Wind Dancers (275/3rd) are all great examples of For further information, see SFRG 1, p. 286.
cards that would be useful in the defense of the Five Peaks.
Because of this restriction to attackers, this realm is a great
Shining Lands
choice for your front ranks, as so few champions will be able to
attack. 54/500
Since this realm states that it can only be attacked by Realm
earthwalkers, it is subject to the powers of Volcanic Eruption Dragonlance
(64/RR), so it isn't recommended to play this card yourself Rare
when you have the Five Peaks in your formation. If you know The Shining Lands can be attacked only by flyers or
your opponent has Volcanic Eruption in his or her deck, either earthwalkers. The realm and its defenders are immune to
hold off on playing it, or keep a Calm (400/3rd) or the like offensive spells.
ready in your hand.
This card is a reprint of The Shining Lands (87/AR) with altered
special powers. The Artifacts' edition had also the power that
Cariele
any holding could be attached.
50/500 For further information, see SFRG 2, p. 234.
Realm
Birthright
The Delving
Uncommon
Run by the guilds of the North to make a profit, Cariele 55/500
increase this player's maximum hand size by three. Realm
Dragonlance
Do you find yourself discarding cards often to get down to the Rare
maximum number held? If so, then here is the answer to your The Delving is home to a band of dwarves, who act as a +5
problems. Unlike the other realms that increase hand size, like ally to any champion defending this realm. Because of the
Myth Drannor (4/4th), this Birthright realm increases your hand

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dwarves, the Delving is immune to attack via Underdark 63/500
realms. Realm
Ravenloft
Estwilde Uncommon
56/500 Sithicus may be discarded from the formation during any
Realm combat where this realm is not involved to send all those
Dragonlance currently in battle to the Abyss. This player then draws a card.
Uncommon Sithicus sends to the abyss all cards currently in battle. Since
Flyers, swimmers, and earthwalkers who defend this realm are realms are not normally part of combat (not battling), they
immune to offensive spells. would not be sent to the abyss.
Card Combo (from Philip D. Cornett): If Dark Prophesy is
played while Sithicus is in play, Sithicus can be discarded to
Blood Sea of Istar
force both combatants to the Abyss. Since the battle ends with
57/500 no winner, the player can draw a total of four cards.
Realm
Dragonlance
Nightmare Lands
Uncommon
Coast 64/500
Only swimmers can attack this realm. Its whirlpool destroys all Realm
swimming allies. Champions attacking via Underdark realms Ravenloft
are halved in base level. Rare
Combat over the Nightmare Lands takes place in the Abyss,
with each player using only the non-event cards contained
Enstar
there. The victor draws two spoils of victory, but must choose
58/500 one to send to the Abyss.
Realm
Dragonlance Attacking and defending champions, along with their attached
Rare cards, come from the players' pools. All additional cards
Coast played in the round must come from the Abyss.
At the heart of Enstar is a sinkhole. Defeated champions Cards played from the Abyss during battle go to the discard
(whether attacking or defending) are sent to the Abyss. If this pile, so that they cannot be used repeatedly.
realm is razed, this player draws a card.
Council Aerie
Bluet Spur
65/500
59/500 Realm
Realm Advanced Dungeons and Dragons
Ravenloft Uncommon
Rare Coast
Coast Dragon champions can defend this realm twice per turn.
Bluet Spur cannot be attacked by flyers. It can defend itself as Opponents' dragons cannot attack this realm. Council Aerie
a level 6 monster that can cast wizard spells and use psionic can defend itself as a level 9 monster (dragon).
power cards.
This card is a reprint of Council Aerie (86/AR) with an altered
This card is a reprint of Bluet Spur (88/AR) with altered special special power.
powers. For further information, see SFRG 2, p. 234.
For further information, see SFRG 2, p. 234. Council Aerie is an excellent realm for decks that have a lot of
dragon champions. If a dragon champion is defeated while
Arak defending Council Aerie, it may defend again. The dragon
60/500 champion is discarded after the second defense, even if
Realm victorious.
Ravenloft Even though the realms champion is considered a dragon, if
Uncommon the realms champion is defeated once, the realm is razed.
All drow defending Arak are immune to offensive spells,
psionic power cards, and blood abilities. A +4 drow ally aids Milborne
each defending champion. 66/500
Realm
Borca Advanced Dungeons and Dragons
61/500 Rare
Realm Coast
Ravenloft This sleepy village's defenders are immune to offensive spells,
Rare and swimming defenders are doubled in base level.
A Ravenloft champion defending Borca may use any other
Ravenloft champion as an ally. If the defense is successful, the The Isle of Beacon Point
ally-champion returns to his pool; otherwise, he is discarded. 67/500
Realm
Gundarak Advanced Dungeons and Dragons
62/500 Uncommon
Realm Coast
Ravenloft Champions defending this realm can use any card types
Uncommon (spells, psionic power cards, unarmed combat cards, blood
The ghost of Lord Gundar, assassinated dark lord of abilities, etc).
Gundarak, haunts this realm, acting as a level 5 undead hero.
Any allies played with him are considered undead. Lair of the Eye Tyrant
68/500
Sithicus Realm

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Advanced Dungeons and Dragons Candlekeep
Rare 75/500
This realm is defended by a beholder of monstrous size. The Holding
level 15 monster can cast wizard spells and is immune to Forgotten Realms
offensive magical items. No other champion can defend this Uncommon
realm. Whenever an opponent plays an event, the owner of this
holding may immediately examine that player's hand.
This realm should be bluelined as Underdark, since it's the This card is a reprint of Candlekeep (20/FR).
home of beholders. (IMO - Sascha) For further information, see SFRG 1, p. 331.

Dancing Hut of Baba Yaga Mithral Hall


69/500 76/500
Realm Holding
Advanced Dungeons and Dragons Forgotten Realms
Uncommon Uncommon
At the beginning of this player's turn, he can exchange places Each time the attached realm is successfully defended, search
between this realm and one other realm in his formation. Any the draw pile for the first artifact or magical item and place it in
holdings remain attached. pool or hand. Reshuffle the draw pile.

Anytown, Anywhere This card is a reprint of Mithral Hall (22/FR) with an altered
70/500 text, but the same special power.
Realm For further information, see SFRG 1, p. 331.
Advanced Dungeons and Dragons
Rare Moonwell
All champions attacking this realm are "taxed." The player 77/500
must take one spell from either his discard pile or his hand and Holding
place it in the Abyss. If he can't pay the tax, he cannot attack. Forgotten Realms
Uncommon
The "tax" must be paid by the attacking player as soon as a The attached realm can cast cleric spells and is immune to
champion is brought forward to attack, regardless of whether offensive cleric spells and harmful events.
or not the defender chooses to defend the realm.
This card is a reprint of Moonwell (23/FR) with an altered text,
Haven of the Undead but the same special power.
71/500 For further information, see SFRG 1, p. 332.
Realm
Advanced Dungeons and Dragons Nagawater
Uncommon 78/500
This player's undead champions and allies are immune to Holding
offensive spells and magical items and harmful events. Forgotten Realms
Uncommon
Monastery of Perdien the Damned The waters of this lake contain a vicious naga, which acts as a
72/500 +4 ally to champions defending the attached realm. The naga
Realm instantly destroys all swimming allies.
Advanced Dungeons and Dragons
Uncommon Tilverton
Clerics refuse to attack this realm. Avatars who attack this 79/500
realm are halved in base level. Holding
Forgotten Realms
Mulmaster Uncommon
73/500 If this player has more than his maximum hand size at the end
Holding of his turn, he can place magical items underneath the holding
Forgotten Realms instead of discarding them. They are attached to the first
Uncommon defending champion and are discarded if the realm is razed or
Draw a card every time a spell is played. the holding lost.

This card is a reprint of Mulmaster (33/1st-3rd) with an altered Lhespenbog


text, but the same special power. 80/500
For further information, see SFRG 1, p. 107 and SFRG 2, p. Holding
126. Forgotten Realms
Uncommon
Blackstaff Tower This bog surrounds the attached realm, reducing all attacking
74/500 champions and allies to half their base levels (rounded up).
Holding
Forgotten Realms Adderswamp
Uncommon 81/500
This holding counts as a +3 ally. No offensive wizard spells Holding
may be played against champions defending the attached Forgotten Realms
realm. Defending wizards gain 3 levels. Uncommon
The swamp surrounding the attached realm contains deadly
This card is a reprint of Blackstaff Tower (19/FR) with an adders, which leech away 2 levels from attacking champions
altered text, but the same special power. and allies; any reduced to 0 are discarded instantly.
For further information, see SFRG 1, p. 330.
Fortification: Rampart

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82/500
Holding This card is a reprint of The Mud Palace (228/1st-3rd) with an
Greyhawk altered text, but the same special power.
Uncommon For further information, see SFRG 1, p. 172.
This player's allies, whether attacking or defending, cannot be
forced to switch sides for any reason.
South Ledopolus
Fortification: Bastion 92/500
83/500 Holding
Holding Dark Sun
Greyhawk Uncommon
Uncommon The attached realm can use any ally to defend as a hero
This player's Greyhawk champions are immune to spells cast champion. The ally is discarded after battle.
in phase 3.
This card is a reprint of South Ledopolus (230/1st-3rd) with an
Fortification: Parapet altered text, but the same special power.
84/500 For further information, see SFRG 1, p. 173.
Holding
Greyhawk Ogo
Uncommon 93/500
This player's Greyhawk realms are immune to offensive spells. Holding
Dark Sun
Fortification: Bailey Uncommon
85/500 All champions and allies who attack the attached realm lose 3
Holding levels - any reduced to 0 are discarded immediately.
Greyhawk
Uncommon This card is a reprint of Ogo (233/3rd). Ogo (233/1st-2nd) has
This holding may be discarded from either hand or formation to a different power.
cancel a wish or limited wish spell. For further information, see SFRG 2, p. 158.

Fortification: Curtain Wall Arkhold


86/500 94/500
Holding Holding
Greyhawk Dark Sun
Uncommon Uncommon
Only flyers can attack the attached realm. Draw one extra card per turn.

This card is a reprint of Arkhold (236/1st-3rd) with an altered


Fortification: Inner Wall
text, but the same special power.
87/500 For further information, see SFRG 1, p. 175.
Holding
Greyhawk Cúpula BSW 2021: A carta extra deve ser comprada apenas
Uncommon no turno seguinte ao em que essas cartas forem jogadas.
Only earthwalkers can attack the attached realm.
Lost Oasis
Fortification: Bulwark
95/500
88/500 Holding
Holding Dark Sun
Greyhawk Uncommon
Uncommon This player can draw one card and play it immediately
Allies defending any Greyhawk realm held by this player each whenever this realm is attacked.
gain 3 levels.
This card is a reprint of Lost Oasis (242/1st-3rd) with an
Fortification: Barricade altered text, but the same special power.
89/500 For further information, see SFRG 1, p. 177.
Holding
Greyhawk Grak's Pool
Uncommon 96/500
The base level of all champions and allies attacking the Holding
attached realm is halved (rounded down). Dark Sun
Uncommon
Fortification: Breastwork The pool acts as a +5 ally to any champion defending the
90/500 attached realm.
Holding
Greyhawk This card is a reprint of Grak's Pool (243/1st-3rd) with an
Uncommon altered text, but the same special power.
Draw a card every time you play an event. For further information, see SFRG 1, p. 177.

The Mud Palace Silver Spring


91/500 97/500
Holding Holding
Dark Sun Dark Sun
Uncommon Uncommon
The Mud Palace increases maximum hand size by two cards.

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If the attached realm is razed, one opponent's realm of this and the caster selects a new target if necessary. (If a tie, those
player's choice is also razed. players redraw until one is the lowest.)

This card is a reprint of Silver Spring (244/1st-3rd) with an Boeruine Trading Guild
altered text, but the same special power. 105/500
For further information, see SFRG 1, p. 178. Holding
Birthright
Black Waters Uncommon
98/500 If the attached realm is attacked, this player may ask help from
Holding a player outside the combat. If that player accepts, he must
Dark Sun play one or more allies or magical items on this player's side of
Uncommon the battle. He is then entitled to a free draw from his card pile.
No werecreature or monster can attack any realm in this Win or lose, the card(s) played is discarded.
player's formation.
This card is a reprint of Black Waters (246/1st-3rd) with an Taeghan Outfitters
altered text, but the same special power. 106/500
For further information, see SFRG 1, p. 178. Holding
Birthright
Dungeon of Gulg Uncommon
99/500 During phase 3, this player may rearrange magical items and
Holding artifacts between champions in his pool.
Dark Sun
Uncommon Artifacts must still be legally attached to champions after use of
All champions (if defeated) and allies who attack this realm are the Taeghan Outfitters power.
sent to the Abyss at the end of battle.
Straits of Aerele Shipping
This card is a reprint of Dungeon of Gulg (248/3rd). Dungeon 107/500
of Gulg (248/1st-2nd) has a different power. Holding
For further information, see SFRG 1, p. 179. Birthright
Uncommon
The Celestial Jewel of Sarimie During a battle he is not involved in, this player can make an
100/500 attacking player's champions and allies swimmers. In return,
Holding this player gets to draw a card from his draw pile if the attack
Birthright results in a razed or discarded realm. The attacker receives no
Uncommon spoils.
Draw a card every time a cleric spell is cast. Negates any
Mulmaster holding in play. When this holding is in play, all attackers become swimmers
and the card's owner draws a card whenever an attacker wins
Points East Trading Guild a battle and razes or discards the realm. However, the card
101/500 drawn is not spoils of victory, and therefore cannot be played
Holding immediately.
Birthright
Uncommon Grovnekevic Forest
This players draws one extra card per turn. Negates any 108/500
Arkhold holding in play. Holding
Birthright
Cúpula BSW 2021: A carta extra deve ser comprada apenas Uncommon
no turno seguinte ao em que essas cartas forem jogadas. Any elf defending the attached realm gains 3 levels. Heroes,
wizards, and clerics who are not elves cannot attack the
The Thorn Throne attached realm.
102/500
Holding Madding Springs
Birthright 109/500
Uncommon Holding
Elf champions defending the attached realm may cast wizard Dragonlance
spells and use blood abilities. Uncommon
Healing waters contained in the springs aid champions
Peaceful Seas of Nesirie defending the attached realm. Once each battle, the player
103/500 can retrieve one ally from his discard pile to play immediately.
Holding
Birthright Shark Reef
Uncommon 110/500
Swimming champions in this player's pool are protected from Holding
all harmful events. Dragonlance
Uncommon
Sarimie's Temple of Fortune The attached realm must show water or coastline. Hungry
104/500 sharks guard the waters; at this player's option, they can
Holding devour (discard) swimming allies played in any battle.
Birthright
Uncommon Barter
If one of this player's champions or realms is the target of a 111/500
phase 3 spell, all players draw a card, noting its last digit. The Holding
player with the lowest number becomes the recipient instead, Dragonlance

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Uncommon does not protect a realm from cards that "ra/,e" a realm, only
If the attached realm is attacked, this player can barter with a those that discard i t . Cards such as Creeping Doom (28/FR)
player outside the combat. Players swap hands for the battle, and Siege (150 /3rd) raw the target realm normally, causing
and both draw spoils if victorious in the realm's defense. the Keep of the Dead to be discarded. This holding does not
counter the effects of Estate Transference (437/3rd), or other
Dance of the Red Death cards which affect both the realm and the holding.
112/500 This card is a reprint of Keep of the Dead (64/AR) with a lesser
Holding special power.
Ravenloft For further information see SFRG 2, p. 226.
Uncommon
If the attached realm is razed through combat, the victorious Airship
champion is stricken with the plague. That player must draw a 118/500
card for each champion in his pool, comparing the card's last Event
digit against each champion's base level. Any whose level is Uncommon
higher than the digit are discarded. Destroys any two allies chosen by this card's player; choice
does not have to be immediate. (Harmful)
Red Jack This card is a reprint of Airship (90/3rd). The earlier edition
113/500 cards had a somewhat unclearer text.
Holding For further information see SFRG 1, p. 126 and SFRG 2, p.
Ravenloft 135.
Uncommon Airship's power to destroy two allies need not be used all at
This player's Ravenloft champions all gain a +2 werecreature once. It can destroy one ally, and then later destroy a second
as an ally, whether attacking or defending. ally. Because of the additional wording on the 4th edition card,
Airship remains in play until the second ally is destroyed, even
if the current battle is over.
Red Tide
Airship can be used as a counter-effect card against allies. For
114/500 example, if Loup-Garou is played, Airship can be immediately
Holding played to discard the Loup-Garou without having to play a
Ravenloft magical item.
Uncommon Because Airship is an event, it may be played at any time. This
The Red Tide is a +6 undead (vampire) ally to all champions includes players not involved in the current combat.
defending the attached realm. It can be discarded from the
formation to kill a realm champion of base level 6 or less being
Cataclysm!
used anywhere in combat.
119/500
Event
Treasure Vault
Uncommon
115/500 Destroys one realm of the player's choice; that realm is
Holding discarded. (Harmful)
Advanced Dungeons and Dragons
Uncommon This card is a reprint of Cataclysm! (99/3rd) with an altered
An artifact from any world can be attached to this holding, and text, but the same special power. Cataclysm! (99/1st-2nd)
any champion defending the attached realm can use the missed the "(Harmful)" in the text box.
artifact. For further information see SFRG 1, p. 129 and SFRG 2, p.
136.
This card is a reprint of Treasure Vault (61/AR) with a lesser A "must have" card for all decks. This is a very powerful event,
special power. In the AR version, it can also be attached to any since it forces an opponent's realm to be discarded. If a
realm. player's last realm is discarded, he must discard his pool at the
For further information see SFRG 2, p. 225. end of the current turn. Immediately playing Menzoberranzan
or Caer Allison will prevent loss of the pool.
Kestrel's Keep If Cataclysm! is played by the attacking player during a battle
116/500 (known as Ward's Cataclysm!), the battle is over and the
Holding attacker is entitled to Spoils of Victory. Each champion returns
Advanced Dungeons and Dragons to its pool.
Uncommon
This player's champions and allies each gain 1 level when Cúpula BSW 2016: o termo destroy/destruir NÃO deve
defending any realm in this player's formation. This holding continuar sendo entendido como sinônimo de arrasar, mas sim
stays attached and in play even if the attached realm is razed. de DESCARTAR, de forma que as cartas acima (e outras que
contenham o referido verbo) passem a afetar reinos
This card is a reprint of Kestrel's Keep (63/AR) with a lesser arrasados.
special power.
For further information see SFRG 2, p. 226. Good Fortune
Event
Keep of the Dead 120/500
117/500 Uncommon
Holding The player of this event draws five cards immediately. (Helpful)
Advanced Dungeons and Dragons
Uncommon This card is a reprint of Good Fortune (100/1st-3rd) which
If something forces the attached realm to be discarded, this missed the "(Helpful)" in the text.
holding is discarded instead, and the realm remains in play. For further information see SFRG 1, p. 130 and SFRG 2, p.
136.
The Keep of the Dead helps protect the attached realm against
cards that discard realms from play. If a card such as Surprise Raid
Cataclysm! (99/3rd) is played on a realm with the attached 121/500
Keep of the Dead, the holding is sent to the discard pile Event
instead of the realm, and the realm stays in play. This holding

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Uncommon
This player's champion and allies are doubled in levels for one This card is a reprint of Bruce's Revenge (203/3rd) with an
round of battle. (Helpful) altered text, but the same special power.
For further information see SFRG 2, p. 154.
This card is a reprint of Surprise Raid (101/1st-3rd).
For further information see SFRG 1, p. 130 and SFRG 2, p. Fast Talking!
137. 128/500
Event
Labor of Legend Uncommon
122/500 Everyone is convinced all artifacts and magical items in play
Event no longer work. All players discard all magical items and
Uncommon artifacts. (Harmful)
One razed realm is rebuilt by a champion from the player's
pool; the champion is discarded. (Helpful) This card is a reprint of Fast Talking! (210/1st-3rd).
For further information see SFRG 1, p. 166.
This card is a reprint of Labor of Legend (108/1st-3rd).
For further information see SFRG 1, p. 132. The Barbarian's Revenge!
Any champion in the pool can be discarded, including a 129/500
Trapped! champion. Event
Uncommon
Siege! All players who have four or more unrazed realms in play must
123/500 discard a realm from their formation or two realms from their
Event hand. This event is immune to limited wish. (Harmful)
Uncommon
Razes the first realm of every player, regardless of special This card is a reprint of The Barbarian's Revenge! (213/3rd).
powers; if a player's first realm is already razed, he ignores the For further information see SFRG 2, p. 156.
event. (Harmful)
Treasure
This card is a reprint of Siege! (150/3rd). 130/500
For further information see SFRG 1, p. 146. Event
Siege! functions on realms that are immune to events, due to Uncommon
the wording "regardless of special powers." All monster are bribed to desert; discard all monsters in battle
or in pools. (Harmful)
Mutiny!
124/500 This card is a reprint of Treasure (312/1st-3rd).
Event For further information see SFRG 1, p. 200.
Uncommon If used in battle, this event causes both sides to end the battle
No battles can be fought until the player's next turn. A battle in with no winner. The spells, allies, and other cards are
progress stops immediately with no victor; allies are discarded. discarded with the monsters. The battle is ended and another
(Harmful) battle cannot be started. That attacker's combat options are
finished.
This card is a reprint of Mutiny! (168/1st).
For further information see SFRG 1, p. 152. The Caravan
131/500
Transformation! Event
125/500 Uncommon
Event Play only between two player's turns. The player of this event
Uncommon can take a turn immediately. Afterward, play continues where it
All players must discard their hands immediately and draw five left off. (Helpful)
new cards. (Harmful)
This card is a reprint of The Caravan (319/3rd). The older
This card is a reprint of Transformation! (201/1st-3rd). editions have a different text, but the same power.
For further information see SFRG 1, p. 163. For further information see SFRG 1, p. 203 and SFRG 2, p.
175.
Slave Revolt! Caravan cannot be played until every player has had their first
126/500 turn.
Event Caravan is played between two player's turns. Multiple
Uncommon Caravans cannot be played in succession; as soon as one is
All opposing players must discard one champion from their played you are no longer "between turns". Thus, all other
pool (chosen by this player). (Harmful) Caravan's must be held in hand until the current Caravan turn
ends. Note that the active player (the one who just ended his
This card is a reprint of Slave Revolt! (202/3rd) with a different turn) gets priority to play his or her Caravan before other
picture. In the first two edition card #202 was named players.
"Enslaved!" with the power: "All players must discard one
champion from their pool." Ice Storm
For further information see SFRG 2, p. 154. 132/500
Event
Bruce's Revenge Uncommon
127/500 Destroys all champions and allies of base level 4 or less in
Event play anywhere. (Harmful)
Uncommon
This player can swap two of an opponent's realms with each This card is a reprint of Ice Storm (380/1st-3rd).
other in their formation; any attached holdings are discarded. For further information see SFRG 1, p. 223.
(Harmful)

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Solid Fog
133/500 This card is a reprint of Temporal Stasis (53/AR) with an
Event altered text, but the same special powers.
Uncommon For further information see SFRG 2, p. 223.
Unearthly fog prevents all attacks against all players until this Temporal Stasis is played between players' turns & emdash;
player's next turn. (Harmful) like Caravan & emdash; and before the turn to be skipped.

This card is a reprint of Solid Fog (382/1st-3rd). Dragons Rebellious


For further information see SFRG 1, p. 224. 139/500
Tarrasque Event
134/500 Uncommon
Event Until the end of this player's next turn, all dragons can cast
Uncommon wizard spells, stealing this power from wizards, who now
Play on a realm. The victim may discard his pool to banish the cannot cast spells. (Harmful)
tarrasque. If he discards nothing, however, the realm is razed
and he sends the tarrasque to another player's realm, Hurricane!
continuing the cycle. (Discard the tarrasque if no realms 140/500
remain.) (Harmful) Event
Uncommon
This card is a reprint of Tarrasque (1/FR) with an altered text, This player draws three cards. All other players must discard
but the same special powers. one card. (Harmful)
For further information see SFRG 1, p. 324.
Deflection cannot be used against Hurricane, since it does not
Black Bess target a single player.
135/500
Event Call to Arms
Uncommon 141/500
Each player must draw and discard a card, noting the last digit Event
of the card number. Discard all champions in play whose base Uncommon
level is greater than this number. (Harmful) Until the end of this player's next turn, his heroes may all use
psionic power cards and blood abilities. (Helpful)
This card is a reprint of Black Bess (2/FR) with an altered text,
but the same special powers. Phantasmal Wolf
For further information see SFRG 1, p. 325. 142/500
Event
Dead Magic Zone Uncommon
136/500 Until the end of this player's next turn, only allies may be used
Event to attack or defend. Any magical items or artifacts may be
Uncommon attached to the allies, but all cards must be discarded when the
Until the end of this player's next turn, no spells may be cast, event is over. (Harmful)
and all artifacts and magical items are ignored. (Harmful)
Card Combo (from Desafio aos Corajosos 2011): If Event
This card is a reprint of Dead Magic Zone (7/FR). Wheel (497/4th ed) is in play, you can prolong the duration of
For further information see SFRG 1, p. 326. Phantasmal Wolf indefinitely. It’s a good way to obtain free
Dead Magic Zone is not a counter-effect card, and cannot be spoils of victory, specially if you use a lot of champions that are
used to dispel an already-cast spell. immune to harmful events.

Deflection Land Ho!


137/500 143/500
Event Event
Uncommon Uncommon
This player can deflect a harmful event affecting only him onto Until the end of this player's next turn, all players may play a
any other player. (Helpful) realm currently in play, causing the original realm to be
discarded. (Harmful)
This card is a reprint of Deflection (54/AR) with an altered text,
but the same special powers. This event allows a realm to be played despite the Rule of the
For further information see SFRG 2, p. 223. Cosmos. The realm already in play is discarded.
Events that affect everyone cannot be deflected.
Provocation
Cúpula BSW 2009: Deflection Não dá o direito do jogador 144/500
usar o poder da carta defletida, ele somente escolhe o jogador Event
alvo, e este escolhe um alvo válido para sofrer os efeitos da Uncommon
carta. Se Espionage (BR 18) é defletida, seu poder é perdido, Any one player (including the event player) is forced to
pois é expresso no texto que deve ser outro jogador a receber reshuffle his discards into his draw pile. (Harmful)
seus efeitos e não seu lançador.
Balance of Power
Temporal Stasis
145/500
138/500 Event
Event Uncommon
Uncommon Until the end of this player's next turn, only his allies retain
In a multiplayer game, this event can be played to prevent one their special abilities. All other allies have only their level
player's turn. In two player games, this event can prevent an bonus. (Harmful)
extra turn gained from another card, such as the Caravan.
(Harmful)

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Assault of Magic Secret War
146/500 155/500
Event Event
Uncommon Uncommon
Until the end of this player's next turn, all spells cast by his This player's champions are turned face down and are
champions are double in level. (Helpful) revealed only during combat. Once turned over, they remain
face up, as are new champions added to the pool. (Helpful)
Psionic Contrition
147/500 Covert Aid
Event 156/500
Uncommon Event
Until the end of this player's next turn, no psionic power cards Uncommon
can be used, and champions' psionic powers don't work. Place any number of allies face down beneath a champion in
battle. These secret allies remain face down in battle until the
Monstrous Intervention champion's opponent decides not to play any more cards. The
148/500 allies are then revealed and a winner is determined. (Helpful)
Event
Uncommon Wrath of the Immortals
Until the end of this player's next turn, only monsters can 157/500
attack. (Harmful) Event
Uncommon
The Land Rebels Played on a champion, its base level is reduced to 1, and it
149/500 loses any special powers it has. This champion must be used
Event first to attack or defend, and the event lasts until negated or
Uncommon the champion is discarded. (Harmful)
The event player can rearrange all realms in each player's
formation, including his own. All holdings remain attached. When Wrath of the Immortals is played on a champion, that
(Harmful) champion must be used first to attack or defend, if it is able. If
some other card play will not allow the affected champion to
attack or defend, for example if Phantasmal Wolf has been
Elven Rebirth
played, another champion (or ally in the case of Phantasmal
150/500 Wolf) can be used.
Event Avenging powers of a champion (powers triggered upon
Uncommon defeat) do not function if Wrath of the Immortals has been
All elves in all discard piles are brought back to life! They are played on the champion, since Wrath stays with the champion
added back to their draw pile, which is reshuffled. (Helpful) until discarded.

The Death of a Hero Cúpula BSW 2021: Quando o jogador adversário já escolheu
151/500 um campeão para batalhar e é alvo do evento Wrath of the
Event Immortals, o combate prossegue normalmente, pois o
Uncommon campeão atacante ou defensor já está em batalha, assim
One hero (chosen by this player) is killed and discarded. In como no caso de o Lord Blacktree (7/AR ch), que, ao copiar o
homage, all other players (including the event player) must poder de um reino com restrição, não impede que o atacante
discard a card. (Harmful) prossiga com seu ataque.

Ambush Titans Walk the Earth


152/500 158/500
Event Event
Uncommon Uncommon
If on the losing side of a battle, this event allows this player to Until the end of this player's next turn, one avatar may be
lay down enough cards to defeat the opposing champion. That freely played into each player's pool, ignoring the requirements
champion is automatically defeated and is discarded. (Harmful) for bringing out avatars. (Helpful)

When Ambush is used to end and win the battle, opposing Bess's Revenge
champions that can escape back to the pool, such as with 159/500
Winged Boots, cannot use their powers and are discarded. Event
Uncommon
Brave Heart Each player must draw and discard a card, noting the last digit
153/500 of its card number. Discard all champions in play whose base
Event level is lower than this number. (Harmful)
Uncommon
Buoyed by dreams of freedom, this player's champions are Each player discards his own champions with base level less
immune to offensive spells and magical items until the end of than the last digit of the card he has drawn.
this player's next turn. (Helpful)
Foreign Wars
The Torments of Sisyphus 160/500
154/500 Event
Event Uncommon
Uncommon All heroes in pools are placed in Limbo until the end of their
Played during combat, the champions involved must discard all owner's next turn. (Harmful)
attached cards. Combat begins again between the same
champions. (Harmful) Gales at Sea
161/500

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Event This card is a reprint of Falcon Figurine (200/3rd) with an
Uncommon altered text, but the same special powers.
All swimmers in combat are swept away to the Abyss. All other For further information see SFRG 2, p. 154.
swimmers are sent to Limbo until the end of their owner's next
turn. Ghost Crystal
168/500
Escape From the Abyss Magic Item
162/500 Common
Event During phase 3 the attached champion can retrieve one
Uncommon undead ally from the discard pile to the player's hand. (Def)
This event can be played during phase 3 to allow a champion
in the Abyss to make an attack against a chosen champion. Net of Entrapment
The losing champion is placed in the Abyss, and the winner 169/500
returns to his pool. Magic Item
Common
When this event is played, one of the event-player's This champion's opponent cannot play allies. Any already in
champions from the Abyss can attack another champion. This play are discarded. (Off)
is played as a phase 4 within phase 3. Phase 4 spells can be
used, phase 3 spells cannot be used during the combat. This card is a reprint of Net of Entrapment (217/1st-3rd) with
During the true phase 4, the event player can attack a realm the second sentence added.
normally. For further information see SFRG 1, p. 169 and SFRG 2, p.
157.
Banner of the Two-Eyed God
163/500 Orb of Power
Magic Item 170/500
Common Magic Item
The attached champion's allies each gain 2 levels and are Common
immune to offensive spells. (Def) Offensive spells, offensive magical items, and harmful events
Staff of Striking have no effect against the attached champion. (Def)
164/500
Magic Item This card is a reprint of Orb of Power (310/1st-3rd) with an
Common added special power.
Weapon For further information see SFRG 1, p. 200 and SFRG 2, p.
The bonus becomes +8 if attached to a cleric. (Off) 174.
The Orb of Power negates offensive spells, offensive magical
This card is a reprint of Staff of Stricking (95/1st-3rd) with an items, and harmful events played against the champion with
altered special power. The older editions grant a +5 bonus, the Orb. Spells and items are negated even if they were played
when this item is attached to a cleric. before the Orb was played, although their effects may
For further information see SFRG 1, p. 128. continue. For example, a Lightning Bolt that was cast before
the Orb of Power was brought into play would no longer count
Staff of Conjuring as +5, but any magical item or ally it may have discarded does
165/500 not return.
Magic Item
Common Rings of All Seeing
The attached champion can retrieve an ally from the discard 171/500
pile during each battle it is in. If defeated, the staff is broken Magic Item
and sent to the Abyss. (Def) Common
At the beginning of his turn, this player can look at one player's
This card is a reprint of Staff of Conjuring (105/3rd) with an hand and discard a card. (Off)
altered text, but the same special powers.
For further information see SFRG 2, p. 137. This card is a reprint of Rings of All Seeing (311/1st-3rd) with
The retrieved ally may be placed in the hand. Whether or not an added special power.
the retrieved ally is taken to the hand, the ally cannot be For further information see SFRG 1, p. 200.
brought into play until the player is losing the round of battle,
just as cards cannot be played unless a player is losing the Shield of Destruction
round. 172/500
Magic Item
War Banner Common
166/500 Absorbs the effects of one offensive spell of this player's
Magic Item choice played against the attached champion in combat. (Def)
Common
Each champion and ally of this player gains 1 level. (Def) This card is a reprint of Shield of Destruction (313/3rd) with an
altered text, but the same special powers.
This card is a reprint of War Banner (151/1st-3rd). For further information see SFRG 2, p. 174.
For further information see SFRG 1, p. 147.
Shield of Annihilation
Falcon Figurine 173/500
167/500 Magic Item
Magic Item Common
Common Instantly annihilates one opposing enemy ally of this player's
Confers the ability to teleport; the attached champion and its choice played against the attached champion in combat. (Off)
allies can attack any realm, regardless of position or powers.
(Def) This card is a reprint of Shield of Annihilation (314/3rd) with an
altered text, but the same special powers.

Quarta Edição - Página 165


For further information see SFRG 1, p. 201 and SFRG 2, p. This card is a reprint of Horn of Blasting (53/FR) with an
174. altered text, but the same special powers.
For further information see SFRG 1, p. 342.
Shield of Devastation
174/500 Wand of Wonder
Magic Item 180/500
Common Magic Item
Negates the power of one offensive magical item of this Common
player's choice used against the attached champion in combat. Draw and discard a card each time the wand is used in
(Off) combat, noting the last digit of the card's number. The wand's
level bonus is equal to that digit. (Def)
This card is a reprint of Shield of Devastation (315/3rd) with an
altered text, but the same special powers. This card is a reprint of Wand of Wonder (57/FR) with an
For further information see SFRG 2, p. 175. altered text, but the same special powers. For further
information see SFRG 1, p. 43.
Shield of Wickedness
175/500 Drow Slippers
Magic Item 181/500
Common Magic Item
One enemy ally chosen by the shield's owner is forced to Common
switch sides and fight for the attached champion for one round The attached champion is considered a drow and all allies
of battle. (Off) played with him are also considered drow. (Def)

This card is a reprint of Shield of Wickedness (316/1st-3rd) Midnight's Mask of Disguise


with an altered text, but the same special powers. 182/500
For further information see SFRG 1, p. 202. Magic Item
f the Shield of Wickedness is used in combat to steal an ally, Common
and is then destroyed, the ally returns to its original owner. The attached champion can be put into play with this magical
item, even if that champion is already in play somewhere. The
The Necklace champions powers are unchanged. (Def)
176/500
Magic Item This card is a reprint of Midnight's Mask of Disguise (16/AR)
Common with an altered text, but the same special powers.
The attached champion can cast wizard spells and is immune For further information see SFRG 2, p. 210.
to offensive psionic power cards. (Def)

This card is a reprint of The Necklace (320/3rd) with an altered Girdle of Storm Giant Strength
text, but the same special powers. 183/500
For further information see SFRG 2, p. 176. Magic Item
Common
Dragonslayer Attached champion is considered a giant. (Def)
177/500
Magic Item Hammer of the Gods
Common 184/500
Sword Magic Item
Cancels the powers of any dragon champion or ally opposing Common
the attached champion in battle. (Off) Usable only by clerics, the attached champion is immune to
offensive cleric spells. (Def)
This card is a reprint of Dragonslayer (48/FR) with an altered
text, but the same special powers. This card should be bluelined as a Weapon (IMO - Sascha).
For further information see SFRG 1, p. 340. Dragonslayer
cancels the powers of any dragon champion or dragon ally that
Gauntlets of Golem Strength
is opposing the attached Champion in battle.
185/500
Magic Item
Gauntlets of Swimming
Common
178/500 If the attached champion is victorious in an attack, all holdings
Magic Item in that player's formation are discarded. (Off)
Common
The attached champion and its allies become swimmers that
Winged Boots
can attack any realm with a coastline, regardless of its
position. (Def) 186/500
Magic Item
This card is a reprint of Gauntlets of Swimming (51/FR) with an Common
added special power. The attached champion becomes a flyer. If he is defeated in
For further information see SFRG 1, p. 341. battle by a nonflying champion, he can retreat from combat to
his pool instead of being discarded. (Def)
Horn of Blasting
This card is a reprint of Winged Boots (20/AR) with an altered
179/500 text, but the same special powers.
Magic Item For further information see SFRG 2, p. 212.
Common
The holding of any realm the attached champion attacks is
Badge of the Wolf Nomads
immediately discarded. (Off)
187/500
Magic Item

Quarta Edição - Página 166


Common immune. Thus, the regent would be immune to cards like
All cards used by this player that contain the word "wolf" are Death Spell, Takhisis's Abyssal Gateway, Blamblower (if it
double in level. (Def) would cause the regent to be discarded, it wouldn't work; if it
would cause an ally to be discarded, it would work),
Dark Haven Tighmaevril Sword, Vorpal Blade, Rhuobhe, Con Game,
188/500 Headless Horseman, etc. This is a great magic item for a
Magic Item regent-themed deck.
Common
The attached champion is protected from all offensive spells, The Leviathan Horn
magical items, psionics, unarmed combat cards, and blood 195/500
abilities. But his base level is halved (rounded down). (Def) Magic Item
Common
Spellbook Usable only by giants, the attached champion is immune to
189/500 cards that instantly kill giants. (Def)
Magic Item
Common Chimes of Chelerie
The spellcaster with this item can retain up to two spells after 196/500
winning a round of combat to use in another battle. Only phase Magic Item
4 spells can be saved. (Def) Common
This card is a reprint of Spellbook (30/AR). Usable only by clerics, the attached champion is immune to
For further information see SFRG 2, p. 215. cards that instantly kill clerics. (Def)
Only phase 4 spells can be saved with the Spellbook. Spells
that can be cast at any time, such as Wish, cannot be saved. Xeno-Xylophone
197/500
Card Combo (from bendiks@IFI.UIO.NO): If a champion with Common
the Spellbook retains Unnerving Aura, the champion wins Magic Item
future battles instantly, although the opposing champion is Usable only by psionicists, the attached champion is immune
sent back to the pool, not discarded. to cards that instantly kill psionicists. (Def)

Pan's Pipes Dragon Drums


190/500 198/500
Magic Item Magic Item
Common Common
Usable only by monsters, the attached champion is immune to Usable only by dragons, the attached champion is immune to
cards that instantly kill monsters, flyers, or swimmers. (Def) cards that instantly kill dragons. (Def)

The Bagpipes of Drawmij Scarab of Protection


191/500 199/500
Magical Item Magic Item
Common Common
Usable only by wizards, the attached champion is immune to The attached champion is immune to the special powers of
cards that instantly kill wizards. (Def) realms and undead champions. (Def)
The Bagpipes protect the attached wizard from all cards that This magical item provides immunity to all realm powers. For
instantly kill wizards, including the realm Furyondy. example, when attacking or defending Nightmare Lands, a
player whose champion has the Scarab of Protection plays
Ailarond Horn cards from the hand, not the Abyss.
192/500
Magic Item Arrow of Slaying
Common Magic Item
Usable only by heroes, the attached champion is immune to Common
cards that instantly kill heroes. (Def) This item can be used during combat to discard a champion in
the pool of a player other than the opponent's. The arrow is
Lyre of Arvanaith then placed in the Abyss. (Off)
193/500
Magic Item This item should be bluelined as a Weapon (IMO - Sascha)
Common
Usable only by elves (including drow), the attached champion Crossbow of Accuracy
is immune to cards that instantly kill elves or drow. (Def) 201/500
Magic Item
The Harp of Kings Common
194/500 Once per turn, the attached champion may add 4 levels to any
Magic Item combat he is not involved in. (Def)
Common
Usable only by regents, the attached champion is immune to This item should be bluelined as a Weapon (IMO - Sascha)
cards that instantly kill regents. (Def)
Dagger of Venom
This is a very powerful magic item. Any card which would kill 202/500
(i.e. discard) the champion to whom the Harp of Kings is Magic Item
attached, doesn't work. Common
The card doesn't have to specifically target a regent in order Win or lose, the opposing champion is discarded at the end of
for the immunity to activate. If playing the card would result in a round of combat with the attached champion. Undead
an instant discarding of the regent, then the champion is champions are immune to this power. (Off)

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This item should be bluelined as a Weapon (IMO - Sascha) Myrmidons
The champion with the Dagger is only discarded if defeated. 210/500
Ally
Javelin of Lightning Common
203/500 When the Myrmidons are discarded, their player shuffles all
Magic Item discards back into his draw pile.
Common
This javelin can create a +7 offensive wizard spell (in addition This card is a reprint of Myrmidons (61/1st-3rd) with an altered
to its normal +2) for one round of combat. If so used, the item text, but the same special power.
is the discarded. (Off) For further information see SFRG 1, p. 117 and SFGR 2, p.
130.
This item should be bluelined as a Weapon (IMO - Sascha) After being used in battle, the Myrmidons are discarded like
any other ally. The entire discard pile, including the
Mace of Disruption Myrmidons, is then shuffled back into the draw pile.
204/500 The Myrmidons' power is not triggered if the card is sent to
Magic Item Limbo or the Abyss.
Common
+8 vs undead. Undead champions and allies killed by the Hornhead Saurial
mace are placed in the Abyss instead of the discard pile. (Off) 211/500
Ally
This item should be bluelined as a Weapon (IMO - Sascha) Common
The attached champion and his allies are immune to offensive
Scimitar of Speed magical items of +3 or less.
205/500
Magic Item This card is a reprint of Hornhead Saurial (81/3rd) with an
Common altered text, but the same special power.
If defending a realm, the item's level rises to 6, and the For further information see SFGR 2, p. 133.
attached champion must be defeated twice in one battle before
he is discarded. (Def) Mind Flayer
212/500
This item should be bluelined as a Sword (IMO - Sascha) Ally
Common
Trident of Fish Command When played, the mind flayer can immediately shift one
206/500 opposing ally to its own side for that round of battle. The ally
Magic Item loses 1 level.
Common
The attached champion becomes a swimmer, and swimming This card is a reprint of Mind Flayer (83/1st-3rd).
allies cannot be played against him. (Def) For further information see SFGR 1, p. 124.

This item should be bluelined as a Weapon (IMO - Sascha) Intellect Devourer


213/500
Holy Avenger Ally
207/500 Common
Magic Item Immediately destroys an opposing champion of base level 5 or
Common less.
This sword is +10 vs. any champion with a base level of 8 or
higher. (Off) This card is a reprint of Intellect Devourer (86/3rd).
For further information see SFGR 2, p. 134.
This item should be bluelined as a Sword (IMO - Sascha)
Elf Galleon
Armies of Bloodstone 214/500
208/500 Ally
Ally Common
Common Flyer. Swimmer. All allies played after the elf galleon in this
The ally can "save" a champion - the player can withdraw his battle are also flyers and swimmers.
champion from combat and continue with a new one (allies
and spells are discarded). The "rescued" champion cannot This card is a reprint of Elf Galleon (110/3rd).
attack or defend until this player's next turn. For further information see SFGR 2, p. 138.

This card is a reprint of Armies of Bloodstone (58/3rd). Tyrol


For further information see SFGR 2, p. 129. 215/500
Ally
The Iron Legion Common
209/500 Tyrol can be played at any time to negate an offensive
Ally unarmed combat card. He gains 2 levels if played with a
Common regent.
This ally instills fear in all opposing heroes, reducing their base
level to 0 during that round of combat. Cúpula BSW 2021: este aliado pode ser jogado para negar
uma carta de combate desarmado recém-jogada a qualquer
This card is a reprint of The Iron Legion (59/3rd) with a clearer momento.
text.
For further information see SFGR 2, p. 129. Hell Hound

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216/500 Gladiators
Ally 223/500
Common Ally
The hell hound and all cards in this player's force are immune Common
to offensive spells. If played with a Dark Sun champion, the gladiators remain with
that champion until he is defeated or discarded.
This card is a reprint of Hell Hound (190/3rd) with an altered
special power. This card is a reprint of Gladiators (257/3rd).
For further information see SFGR 2, p. 152. For further information see SFGR 2, p. 160.

Skeletal Lord Rowan


217/500 224/500
Ally Ally
Common Common
Undead. This ally strikes fear in all opposing champions Elf. Rowan can send one opposing ally or magical item to the
(except clerics), reducing their base level to 0. Abyss.

Skeletal Minion This card is a reprint of Rowan (269/3rd).


218/500 For further information see SFGR 2, p. 164.
Ally
Common Ashathra
Undead. This ally and any other undead allies played with it 225/500
cannot be forced to switch sides. Ally
Common
Treants of the Grandwood This ally can be discarded at any time to discard one ally in
219/500 play anywhere.
Ally This card is a reprint of Ashathra (271/3rd) with an altered
Common special power.
The treants and all cards in this player's force are immune to For further information see SFGR 2, p. 164.
all offensive wizard spells except fireball.
Liga BSW (fórum BSW): Pode ser descartada a qualquer
This card is a reprint of Treats of the Grandwood (195/1st-3rd) momento da mão, do poço (Gib Hcivonad) ou em batalha para
with an altered text, but the same special power. ter o seu poder.
For further information see SFGR 1, p. 161.
Cúpula BSW 2016: o poder desta carta NÃO é considerado
Mogadisho's Horde Marches On carta-resposta.
220/500
Ally Stug
Common 226/500
If this card is on the losing side of a battle, all holdings of every Ally
player are discarded. Common
Elf. If on the losing side of a battle, Stug can rob a victorious
Assassins player of his spoils of victory by allowing a player not involved
221/500 in the battle to draw spoils instead.
Ally
Common This card is a reprint of Stug (272/3rd) with the addition of the
Halfling Blueline "Elf."
If this card is on the losing side of the battle, it destroys one For further information see SFGR 2, p. 165.
champion anywhere in play, chosen by this player. Stug is an "avenging ally," which means his special power is
triggered upon defeat in battle to punish a victorious opponent.
This card is a reprint of Assassins (252/1st-3rd) with an altered Stug's power allows the player, if defeated, to select another
special power. player not involved in the battle to receive the spoils of victory,
For further information see SFRG 1, p. 180 and SFGR 2, p. if any. Stug's power is useless if there are no spoils of victory
158. as a result of the current round of battle, so Stug is best used
One of the best of the "avenging allies" cards that exact by an attacking player who expects to lose the round.
vengeance after a loss in battle. This card allows the player to The special power of this ally can be used only if Stug is
choose one champion to be destroyed. Note that the champion present at the end of the battle; i.e. has not been discarded as
is destroyed, not defeated in battle. Therefore special powers a result of card-play during the round of combat.
such as those of Iuz the Evil, Strand Von Zarovich, and Drizzt The special power of Stug is written specifically for a multi-
Do'Urden are not triggered. player game; however, if Stug is used in a two-player game it
The power of the Assassins is triggered when the battle is prevents any drawing of spoils.
over, and the player has lost. Stug appeared in 1st edition, but lacked a special power. In the
3rd edition, he gained the power shown above
Halfling Mercenaries
Galek
222/500
Ally 227/500
Common Ally
This ally strips any existing artifact and magical items from an Common
opponent but has no effect on those played after them. Half-Elf
This ally can draw a card from the opposing player's draw pile,
This card is a reprint of Halfling Mercenaries (253/3rd) with an playing it on this player's side if applicable or discarding it
altered text, but the same special power. otherwise.
For further information see SFGR 2, p. 159.

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This card is a reprint of Galek (274/3rd) with an altered text, became +8, and its power was increased to force the opposing
but the same special power. player to discard two cards.
For further information see SFGR 2, p. 165.
When this ally is played during a round of combat, the player Wijon
using Galek draws a card from the opposing player's draw pile 231/500
and plays it on his side of the battle, if applicable. If the card is Ally
not one that can be played during a round of combat (such as Common
realm or a spell that cannot be cast in phase 4) or cannot be Dwarf. Wijon can double the level of one ally played after him
used by the champion (such as an unarmed combat card with (choice need not be immediate).
a wizard), the drawn card is discarded. If an event is drawn it
may be played. This card is a reprint of Wijon (290/3rd) with the addition of the
Galek appeared in 1st edition, but lacked a special power. In Blueline "Dwarf."
the 3rd edition, the card gained the power shown above, For further information see SFGR 2, p. 169.
although it was worded slightly differently. Wijon's power to double the level of one ally played into battle
Galek is a half-elf and is not affected by cards whose effects after him makes the card a good choice for decks that feature
target elves. many allies. Allies with high level bonuses, such as The Dream
Team, Gladiators, Flaming Fist, and Giant Troll, benefit most
Silt Stalkers when used with Wijon.
228/500 Wijon appeared in 1st edition, but without a special power. In
Ally the 3rd edition, the card gained the power shown above. Only
Common the 4th edition card indicates that Wijon is a dwarf. Previous
Elves. If on the losing side of a battle, all magical items in play editions of the card are blueline dwarf.
are shuffled back into their respective draw piles. Elven Archer
232/500
This card is a reprint of Silt Stalkers (279/3rd) with an altered Ally
text, but the same special power. Common
For further information see SFGR 2, p. 166. The elven archer's skill is such that it can instantly kill one
An "avenging ally" with a twist, Silt Stalkers also affects the enemy ally of its choice.
card's player. Because of this power, Silt Stalkers is best used
in a deck with few magical items. This card is a reprint of Elven Archer (322/3rd) with an altered
The special power of this ally can be used only if Silt Stalkers text, but the same special power.
is present at the end of the round of battle; i.e. has not been For further information see SFGR 2, p. 176.
discarded as a result of card-play during the round of combat. While Elven Archer's level bonus (+3) is relatively low, its
Silt Stalkers appeared in 1st edition, but without a special ability to destroy an opposing ally makes it a valuable card in
power. In the 3rd edition, the card gained the power shown combat.
above. Only the 4th edition card indicates that the Silt Stalkers Elven Archer's power may be used at any time during the
are elves. Previous editions of the card are considered blueline round of combat. Because the power is lost if Elven Archer is
elves. discarded before the power is used, it is best to utilize the
card's power immediately. Airship can be played against Elven
Night Runners Archer as a counter-effect, discarding Elven Archer before its
229/500 power can be used.
Ally Elven Archer appeared in 1st edition, but lacked a special
Common power. In the 3rd edition, the card gained the power shown
Elves. If on the winning side of a battle, this player can choose above, although it was worded slightly differently.
one magical item, artifact, or rule card in play anywhere to be
discarded. Marauder
233/500
This card is a reprint of Night Runners (280/3rd). Ally
For further information see SFGR 2, p. 166. Common
The special power of this ally can be used only if Night This ally can be discarded at any time to negate a secondary
Runners is present at the end of the battle; i.e. has not been event (one that is played immediately after another event),
discarded as a result of card-play during the round of combat. such as Calm following Cataclysm.
Night Runners appeared in 1st edition, but without a special
power. In the 3rd edition, the card gained the power shown This card is a reprint of Marauder (328/3rd) with a different
above. Only the 3rd and 4th edition cards indicate that the special power.
Night Runners are elves. Previous editions of the card are For further information see SFGR 2, p. 177.
considered blueline elves. Marauder can be discarded at any time, including from the
hand, to negate a secondary event. Negating an event cancels
Athasian Sloth the event for all players.
230/500 A secondary event is either a duplicated event, as might arise
Ally through the power of Bell of Might or Onad the Weasel, or an
Common event whose play is dependent on a previous event, such as
When played in battle, the opposing player must immediately Caravan Raiders following Caravan, Unusually Good Fortune
discard two cards from his hand. following Good Fortune, or Calm following Cataclysm.
Marauder appeared in 1st edition and 2nd edition, but lacked a
Athasian Sloth is an excellent ally, with a high level bonus and special power. In the 3rd edition, the card gained the power to
nasty special power. when played, Athasian Sloth forces the negate an event, but only those created by using the Bell of
opponent to discard two cards. the opponent decides which Might. The 4th edition expanded the cards power to negate all
cards to discard. secondary events.
This card appeared in 1st edition and was titled "Sloth." The
1st and 2nd edition Sloth is a +1 ally with no special power. Shaqat Beetles
The 3rd edition Sloth has a power similar to 4th edition, but the 234/500
opposing player only discards one card. The card was Ally
renamed "Athasian Sloth" in the 4th edition, its level bonus Common

Quarta Edição - Página 170


If defeated in battle, this ally attaches itself to the victorious opponent are played face down. If the player guesses the card
champion, reducing his base level by 1 for each beetle type, it is discarded. After ESP is in play, play a card that
attached. No limit per deck. requires the opponent to play a certain type of card, such as
Melt Bone (requires the opponent play an ally), Loup-Garou
This card is a reprint of Shaqat Beetles (329/3rd) with a (opponent must have or play a magical item), Ki-Rin (opponent
different special power. must have or play an ally). These cards make it rather easy to
For further information see SFGR 2, p. 177. guess the next card to be played, ensuring it will be discarded
The Shaqat Beetles is an "avenging ally," meaning its power is and the opponent will be defeated.
triggered upon defeat in combat. Once Shaqat Beetles is
defeated, the card is difficult to remove from the attached Brine Dragon
champion. Among the limited ways to remove the card are 237/500
Wish, Airship (118/4th), and Gib Kcir. Ally
The Shaqat Beetles' special power can be used only if it is Common
present at the end of the battle; i.e. has not been discarded as Swimmer. One enemy ally already played is swallowed by the
a result of card-play during the round of combat. brine dragon (this player's choice), instantly defeated.
Shaqat Beetles appeared in 1st edition and 2nd edition without
a special power. The 3rd edition of Shaqat Beetles is the most This card is a reprint of Brine Dragon (45/DL) with an altered
powerful. Like the 4th edition, it attaches itself to a victorious text, but the same special power.
opposing champion, but reduces the champion's base level to For further information see SFGR 1, p. 296 and SFRG 2, p.
1. 198.
Brine Dragon's ability to discard an opposing ally, combined
with its fairly high level bonus and ability to swim, makes it a
Flesh Golem good edition to any deck. Brine Dragon's special power takes
235/500 effect upon being played, immediately discarding an opposing
Ally ally of the player's choice.
Common Brine Dragon's power can be avoided if the opponent plays
The flesh golem rips away magical items from the opposing Airship, which functions as a counter-effect for allies, or has a
champion; who must discard all attached magical items. The card that destroys allies, such as the Ankheg, provided that the
ally continues to rip away any more played. card is in play before the Brine Dragon is played and that its
power has not already been used. Likewise, if your opponent
This card is a reprint of Flesh Golem (73/RL) with an altered has the Stone Giant in his pool, its power to destroy an ally can
special power. be activated before Brine Dragon's power.
For further information see SFGR 1, p. 271 and SFRG 2, p. Brine Dragon first appeared in the Dragonlance booster set
197. (45/DL) with slightly different wording, allowing the Brine
Dragon's power to be used at any time during the round of
Loup-Garou combat. By deferring use of the 1st edition Brine Dragon's
236/500 power, it can be used against an ally played after the Brine
Ally Dragon. The 4th edition Brine Dragon's power can only be
Common used against an ally already in play.
Werebeast. The opposing champion is automatically defeated
unless he has or can play a magical item. Flaming Fist
238/500
This card is a reprint of Loup-Garou (79/RL) with an altered Ally
text, but the same special power. Common
For further information see SFGR 1, p. 273 and SFRG 2, p. After a round of combat is resolved when using this ally, the
197. losing player must immediately discard one magical item or
Loup-Garou is a powerful ally, despite its low level bonus. artifact from his pool or hand, or raze one of his realms.
When played, the opposing champion must have, or
immediately play, a magical item. Loup-Garou's power can be This card is a reprint of Flaming Fist (65/FR) with an altered
avoided if the opponent plays Airship, which functions as a text, but the same special power.
counter-effect for allies, or has a card that destroys allies, such For further information see SFGR 1, p. 346.
as the 1st edition Brine Dragon or Ankheg, provided that the Flaming Fist is a powerful ally &emdash; but a risky one.
card is in play before the Loup-Garou is played and that its Flaming Fist has a high level bonus and a strong special
power has not already been used. Likewise, if your opponent power. However, if the player does not win the round, Flaming
has the Stone Giant in his pool, its power to destroy an ally can Fist's power works against the player.
be activated before Loup-Garou's power. The special power of this ally can be used only if Flaming Fist
Loup-Garou can be used in many nasty combinations. The set is present at the end of the battle; i.e. has not been discarded
of combinations known as Peek's Loup-Garou Two-Step calls as a result of card-play during the round of combat.
for playing a card that destroys magical items prior to playing Flaming Fist first appeared in the Forgotten Realms booster
the Loup-Garou. These magical item-destroying cards include set.
the champions Midnight, Goddess of Magic, Kiara, Captain
Kazhal, Harkon Lukas; events Wind of Disenchantment, Sky Ninjas
Singers, Fast Talking!; and the realm Icewind Dale. 239/500
Flesh Golem is an excellent card to use with the Loup-Garou in Ally
combat, since it destroys magical items. If the Flesh Golem is Common
played first, the opponent may still play a magical item to When used in combat, this player can draw one card at
satisfy the Loup-Garou, but is discarded immediately after random from his opponent's hand, playing it against the
being played. opponent if possible, discarding it otherwise.
Playing Loup-Garou can backfire if the opponent plays a
magical item that causes the Loup-Garou to switch sides, such This card is a reprint of Ninjas (70/FR) with an altered text, but
as Shield of Wickedness or Amulet of the Beast. the same special power.
Loup-Garou first appeared in the Ravenloft booster set. For further information see SFGR 1, p. 347 and SFRG 2, p.
203.
Card Combo (from zuse2@webtv.net): In battle, cast ESP,
which requires that the cards played into battle by the

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Ninjas have a low level bonus, but they make up for it with their Ogre Mage is a good ally for inclusion in a deck featuring
special power. When played, a card is drawn at random from wizard spells, since this ally can cast wizard spells, even if the
the opponent's hand. attached champion cannot. Because the Ogre Mage is not a
Ninjas first appeared in the Forgotten Realms booster set. wizard, it is not affected by 1st edition Midnight, Goddess of
Magic. Furthermore, the Ogre Mage need not ask permission
Pseudodragon to cast spells if the 4th edition Midnight, Goddess of Magic is in
240/500 play, since it is not the champion that is using the wizard spell,
Ally but the Ogre Mage, an ally.
Common Because the Ogre Mage is a giant, it is well matched with the
Flyer cleric Tyvorg the Frost Giant. Since Tyvorg's special power
If played with a wizard, the pseudodragon becomes a familiar, increases his base level by 10 for each giant ally played with
remaining with the champion until he is defeated. No event, him, Tyvorg's total level is 26 after the Ogre Mage is played.
magical item, spell, or ally's ability can cause it to switch sides Ogre Mage first appeared in 4th edition.
or be discarded.
Mermaid
This card is a reprint of Pseudodragon (74/FR) with an altered 245/500
text, but the same special power. Ally
For further information see SFGR 1, p. 349. Common
Though Pseudodragon has a relatively low level bonus, it Swimmer. This ally's level is doubled when defending a realm
remains with a victorious wizard champion until that wizard is showing a coastline.
discarded. Pseudodragon cannot be discarded or forced to
switch sides by an event, magical item, spell, or ally power. The Mermaid's special power is activated whenever this ally is
However, it can be discarded through other cards, including defending a coastal realm, resulting in level bonus of +8.
realms such as Urik. Mermaid is a great addition to a deck with many coastal
Pseudodragon first appeared in the Forgotten Realms booster realms, such as Kozakura, Spine of Taladas, Isle of Selasia,
set. and The Lendore Isles.
Mermaid first appeared in 4th edition.
Roc
241/500 The Dreaded Ghost
Ally 246/500
Common Ally
Flyer. Flying allies cannot be played against the roc and any Common
already in play must be discarded. Undead. This ally drains the adjusted level of an opposing
champion (except cleric) by 9; any that drop below 0 are
This card is a reprint of Roc (41/AR) with an altered text, but instantly defeated.
the same special power.
For further information see SFGR 2, p. 219. The Dreaded Ghost is one of the most powerful allies in the
The Roc is a powerful ally, with a high level bonus and an game. Its special power results in an instant win if the
excellent special power. Roc's ability to discard any flying allies opposing champion's adjusted level is 9 or less. Even if an
played before or after the Roc, gives the player protection instant win is not achieved, the Dreaded Ghost's effective level
against many powerful allies, such as bonus is +18, since it increases its champion's adjusted level
Roc is a good addition to a deck that features hard to attack by 9 and simultaneously reduces the opposing champion's
realms, such as Kozakura, Spine of Taladas, Isle of Selasia, adjusted level by 9.
Doc's Island, The Barrier Peaks, and Isle of Dread, that The Dreaded Ghost's special power does not work if the
encourage an opponent to play flying allies. opposing champion is a cleric, but the ally retains its +9 level
bonus. If after being played and having the opponent's level
Marilith, Tanar'ri reduced, the Ghost is discarded or otherwise removed from
242/500 the battle, the opponent's level remains at the reduced level.
Ally The Dreaded Ghost first appeared in 4th edition.
Common
The opposing player cannot play any events for the rest of this Card Combo: If the ally Dreaded Ghost is brought into play as
round of battle, including Calm. a champion using Gib Hcivonad's power, and then the Wand
of Orcus is attached, opposing champions up to level 17 are
This card is a reprint of Marilith, Tanar'ri (52/AR). instantly defeated.
For further information see SFGR 2, p. 222.
Cúpula BSW 2021: seu poder é ativado quando o nível
ajustado do campeão adversário é reduzido para menos que
Thought Eater
zero como está descrito em seu texto.
243/500
Ally
Clay Golem
Common
When this ally is played, the opposing champion can no longer 247/500
cast spells, and his allies' special powers are negated. Ally
Common
This card is a reprint of Thought Eater (99/AR) with an altered The clay golem rips away allies from the opposing champion,
special power. who must discard any already played. The ally continues to rip
For further information see SFGR 2, p. 238. away any more played.

Clay Golem is particularly effective if used in combination with


Ogre Mage
Ki-Rin. Clay Golem is played first to remove any opposing
244/500 allies in play. Then Ki-Rin is played. If the opponent has no
Ally more allies to play, the player is victorious. If the opponent can
Common play an another ally, he avoids immediate defeat, but the ally
Giant. This ally can cast wizard spells. played is immediately discarded.Clay Golem first appeared in
4th edition.

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Ki-Rin attached cards, its power is activated once the opponent adds
248/500 a card to his force.
Ally The Selkie first appeared in the 4th edition.
Common
The opposing champion is automatically defeated unless he Rust Monster
has or can play an ally. 251/500
Ally
Ki-Rin is particularly effective if used in combination with Clay Common
Golem. Clay Golem is played first to remove any opposing Underdark. This ally devours all magical items of +3 or less.
allies in play. Then Ki-Rin is played. If the opponent has no The items are discarded instantly, and any more such played
more allies to play, the player is victorious. If the opponent can are also devoured.
play an another ally, he avoids immediate defeat, but the ally
played is immediately discarded. Displacer Beast
A good combination is to use Ki-Rin with the magical item Net 252/500
of Entrapment. The Net prohibits the play of allies, resulting in Ally
an instant win. Similarly, if Ki-Rin is used to defend Urik, the Common
opponent is automatically defeated, since the attacker cannot This ally can use its displacement power once during a battle,
play allies. sending both champions back to their respective pools. Only
Ki-Rin first appeared in 4th edition. the displacer beast remains. Combat can continue with each
player selecting new champions.
Card Combo (from zuse2@webtv.net): In battle, cast ESP,
which requires that the cards played into battle by the
Drizzt Do'Urden
opponent are played face down. If the player guesses the card
type, it is discarded. After ESP is in play, play a card that 253/500
requires the opponent to play a certain type of card, such as Hero
Melt Bone (requires the opponent play an ally), Loup-Garou 8
(opponent must have or play a magical item), Ki-Rin (opponent Forgotten Realms
must have or play an ally). These cards make it rather easy to Common
guess the next card to be played, ensuring it will be discarded Elf (drow). If defending a realm, Drizzt must be defeated twice
and the opponent will be defeated. in one battle before he is discarded.

This card is a reprint of Drizzt Do'Urden (45/1st-3rd) with an


Troll
altered text, but the same special power.
249/500 For further information see SFRG 1, p. 111 and SFGR 2, p.
Ally 127.
Common Drizzt's special power makes him a very effective defender.
All attacks targeting a specific ally in a player's force must first Because this power activates upon defeat in battle, the power
target the troll. This ally regenerates, however, and it cannot is negated by the Ring of Reversion and Thought Eater.
be discarded by any means unless its champion is defeated. The Sphere of Annihilation's power works on Drizzt, sending
him immediately to the Abyss.
During combat, any opposing cards that target a specific ally
must first target the Troll. This includes cards such as Airship
The Harpers
and Shield of Wickedness. The Troll's power to act as a
lightning rod for all allies in a player's force makes the card a 254/500
good choice for decks that feature many allies. Hero
Any cards that target allies must first target the Troll. It is 6
essentially immune to all attacks, since it can regenerate. Wish Forgotten Realms
has no effect on the Troll or any other allies in the force with Common
the Troll, but Wish would be effective against the Troll's The Harpers can cast either wizard or cleric spells, but at the
champion. similarly, Blamblower discards the Troll, but it beginning of each battle this champion is in, their player must
regenerates, satisfying the Blamblower but remaining in play. choose which type will be cast.
Cards that prevent allies from being played, such as Net of
Entrapment and Clay Golem, are not affected by the Troll's This card is a reprint of The Harpers (51/1st-3rd) with an
power and continue to function normally. Because these cards altered text, but the same special power.
prevent allies from being played, the Troll cannot regenerate For further information see SFGR 1, p. 113.
and is discarded. The Harpers may cast any type of spell (wizard or cleric)
The Troll first appeared in the 4th edition. except during battle, at which time the player must select only
one type of spell to cast.
Selkie
Helm
250/500
Ally 255/500
Common Hero
Swimmer. The selkie can charm the opposing champion into 6
discarding one card in its force (chosen by that player). Forgotten Realms
Rare
Selkie has a relatively low level bonus, but an interesting Helm can cast wizard and cleric spells. He can be discarded
special power. Selkie forces the opponent to discard one card from his pool to cancel one event, whether helpful or harmful.
in its force. The wording on the card indicates that it is the
champion that does the discarding, therefore Selkie's power This card is a reprint of Helm (89/FR) with an altered text, but
cannot be used to discard the opposing champion, just an the same special power and a new picture.
attached card. The opposing player selects which card is For further information see SFGR 1, p. 354 and SFRG 2, p.
discarded. 203.
Because the opponent chooses which card is discarded,
Selkie is best used early in the combat round, when the Thorvid
opposing player has few choices as to which card to discard. If 256/500
Selkie is played before the opposing champion has any Hero

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5 Dark Sun
Greyhawk Common
Common Flyer. If defending a Dark Sun realm, Neeva's base level is
Thorvid gains 3 levels when fighting monsters, undead, or doubled.
flyers.
This card is a reprint of Neeva (259/3rd) with an altered text,
This card is a reprint of Thorvid (185/1st-3rd). but the same special power.
For further information see SFGR 1, p. 158. For further information see SFGR 2, p. 161.

Hettman Tsurin Pereghost


257/500 262/500
Hero Monster
2 7
Greyhawk Forgotten Realms
Common Common
At the end of this player's turn, if Hettman hasn't attacked, this Flyer. Allies played with this champion each gain 2 levels. The
player can randomly draw one card from another player's hand pereghost can use unarmed combat cards usable by dragons.
and discard it.
This card is a reprint of The Pereghost (48/1st-3rd) with an
This card is a reprint of Hettman Tsurin (172/1st-3rd) with an added same special power.
altered text, but the same special power. For further information see SFGR 1, p. 112.
For further information see SFGR 1, p. 154.
Dracolich
Cúpula BSW 2021: O poder deste campeão pode ser usado 263/500
no primeiro turno do jogo, antes que o jogador adversário Monster
tenha sequer jogado, pois a carta não faz qualquer menção ao 6
fato de o oponente ter ou não jogado um turno, condicionando Forgotten Realms
o uso do poder ao fato de Hettman ter ou não entrado em Common
combate. Dragon; undead; flyer. The dracolich can cast wizard spells
and use unarmed combat cards usable by dragons.
Tyrinon
258/500 This card is a reprint of Dracolich (72/1st-3rd) with added
Hero special powers.
5 For further information see SFGR 1, p. 120.
Greyhawk Stone Giant
Common 264/500
Flyer. Tyrinon's allies all become flyers. They are strengthened Monster
by his presence, and each gains 2 levels. 6
Forgotten Realms
This card is a reprint of Tyrinon (176/3rd) with the addition of Common
the Blueline "Flyer." If in a player's pool, the stone giant may destroy one enemy
For further information see SFGR 2, p. 150. ally of level 4 of less during each round of combat.

Rikus This card is a reprint of Stone Giant (82/FR) with an altered


259/500 text, but the same special power.
Hero For further information see SFGR 1, p. 351.
6
Dark Sun Lich Conclave
Common 265/500
Rikus can attack twice a turn, provided he wins his first round Monster
of combat. 5
Greyhawk
This card is a reprint of Rikus (258/1st-3rd) with an altered text, Common
but the same special power. Undead. The Conclave can cast wizard spells, and all allies
For further information see SFGR 1, p. 182 and SFRG 2, p. played with it become undead.
160.
This card is a reprint of Lich Conclave (155/3rd) with an lesser
Captain Kazhal special power.
260/500 For further information see SFGR 2, p. 146.
Hero
9 Winged Horror
Dark Sun 266/500
Common Monster
The Captain destroys one magical item held by the opposing 5
champion at any time during the battle. Greyhawk
Common
This card is a reprint of Captain Kazhal (299/1st-3rd) with an Dragon; undead; flyer. Any magical item weapons attached to
altered text, but the same special power. the Horror are doubled in level. This monster can use unarmed
For further information see SFGR 1, p. 169. combat cards usable by dragons.

Neeva This card is a reprint of Winged Horror (194/3rd) with added


261/500 special powers.
Hero For further information see SFGR 2, p. 153.
7

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Mature Gold Dragon Forgotten Realms
267/500 Common
Monster The Ambassador can only defend, never attack. When he
8 needs a card, draw a card and play it, if appropriate, discarding
Greyhawk it if not. Once three cards have been discarded, no more can
Common be drawn for that battle.
Flyer. Goldie can cast wizard spells and use unarmed combat
cards usable only by dragons. She gains 4 levels if her This card is a reprint of Ambassador Carrague (88/FR) with an
younger self is in play anywhere. altered text, but the same special power.
For further information see SFGR 1, p. 353.
Borys the Dragon
Mika the Nomad Wolf
268/500
Monster 274/500
9 Wizard
Dark Sun 7
Common Greyhawk
Flyer. Borys can cast wizard and cleric spells and use psionic Common
power cards. He is immune to psionic attack. Mika gains 3 levels when the opponent uses allies against him.
He can also use hero unarmed combat cards.
This card is a reprint of Borys the Dragon (305/3rd) with an
altered text, but the same special power. This card is a reprint of Mika the Wolf-Nomad (165/1st-3rd)
For further information see SFGR 2, p. 172. with an added special power.
For further information see SFGR 1, p. 151.
Athasian Cistern Fiend
Mordenkainen
269/500
Monster 275/500
This hideous monster devours points' worth of allies up to its Wizard
base level, and it is immune to offensive psionic power cards. 7
Greyhawk
Common
Korgunard the Avangion
Any magical item attached to Mordenkainen cannot be
270/500 removed by any means.
Monster
8 This card is a reprint of Mordenkainen (162/3rd).
Dark Sun For further information see SFGR 2, p. 148.
Common Mordenkainen's special power refers to removal of magical
Flyers. Korgunard can cast wizard spells and is immune to items against the player's will. Magical items whose power is
psionic attack. He can be discarded from his pool to rebuild a triggered by voluntarily discarding the item, such as
razed realm. Blamblower and Well of Many Worlds are still discarded and
used normally.
This card is a reprint of Korgunard the Avangion (75/AR) with
an altered text, but the same special power.
Drawmij
For further information see SFGR 2, p. 230.
276/500
Wizard
Elminster the Mage
7
271/500 Greyhawk
Wizard Common
9 Swimmer. In battle, Drawmij can borrow any magical item in
Forgotten Realms play, returning it when the round ends. He can also imitate the
Common power of any wizard in play.
The renowned wizards is immune to offensive spells and
offensive psionic power cards. This card is a reprint of Drawmij (76/AR) with an altered text,
but the same special power.
This card is a reprint of Elminster the Mage (44/1st-3rd) with For further information see SFGR 2, p. 230.
an added special power.
For further information see SFGR 1, p. 111.
Sadira
277/500
Vangerdahast
Wizard
Wizard 4
272/500 Dark Sun
6 Common
Forgotten Realms Sadira can use psionic power cards. Psionicists must ask her
Common permission to use psionic power cards.
When Vangie is played in defense of a realm, his player may
immediately look at the attacker's hand. This card is a reprint of Sadira (260/3rd) with an altered text,
but the same special power.
This card is a reprint of Vangerdahast (91/FR) with an altered For further information see SFGR 2, p. 161.
text, but the same special power.
For further information see SFGR 1, p. 354.
Rogue Defiler of Tyr
278/500
Ambassador Carrague
Wizard
273/500 6
Wizard Dark Sun
7 Common

Quarta Edição - Página 175


Each time the Defiler casts a spell during combat, her player For further information see SFGR 2, p. 149.
discards one card from his hand and draws a replacement
card from his draw pile. Nenioc
284/500
This card is a reprint of Rogue Defiler of Tyr (303/3rd) with an Cleric
altered text, but the same special power. 5
For further information see SFGR 2, p. 171. Greyhawk
Common
Kalid-na Nenioc may be sacrificed to bring out an avatar, but she is
279/500 shuffled back into her player's draw pile rather than discarded.
Wizard
9 This card is a reprint of Nenioc (187/3rd).
Dark Sun For further information see SFGR 2, p. 151.
Rare Nenioc can be used to bring any avatar into play, regardless of
The ancient sorcerer-king can use psionic powers cards and is the avatar's requirements.
immune to psionic attack. While he is in play, the realm
Ancient Kalidnay may not be played. Arch-Druid
285/500
While Kalid-na is in play, Ancient Kalidnay may not be played. Cleric
If Tyranthraxus (which removes Kalid-na's special power) is 4
played on Kalid-na, Ancient Kalidnay may be played. Ancient Greyhawk
Kalidnay remains in play if Tyranthraxus is later negated. Rare
All other clerics must ask the Arch-Druid for permission to cast
Amarill spells. While the Arch-Druid is in play, no avatars may be
280/500 played.
Cleric
3 This card is a reprint of Arch-Druid (189/3rd).
Forgotten Realms For further information see SFGR 2, p. 152.
Common
If Amarill is defeated in combat, his player can retrieve one Shayira
champion from his discard pile and return it to his hand. 286/500
Cleric
This card is a reprint of Amarill (77/1st-3rd) with an altered text, 3
but the same special power. Dark Sun
For further information see SFGR 1, p. 122. Common
This champion negates the special powers (but not the level)
Clerics of Malar of all cards played against her.
281/500
Cleric This card is a reprint of Shayira (270/3rd) with an altered text,
4 but the same special power.
Forgotten Realms For further information see SFGR 2, p. 164.
Common
This champion gains 2 levels when attacking realms outside Elemental Cleric
the Forgotten Realms. They can use unarmed combat cards 287/500
usable by heroes. Cleric
2
This card is a reprint of Cleric of Malar (89/1st-3rd) with an Dark Sun
added special power. Common
For further information see SFGR 1, p. 126. Immune to offensive wizard spells, the elemental cleric can
also cast any wizard spells containing the words earth, air, fire,
Adon or water.
282/500
Cleric This card is a reprint of Elemental Cleric (321/1st-3rd) with an
5 added special power.
Forgotten Realms For further information see SFGR 1, p. 203.
Common
Adon is immune to offensive spells, offensive magical items, Klik-Ka'Cha
and artifacts. If Midnight is in play, Adon gains 5 levels. 288/500
Cleric
This card is a reprint of Adon (84/FR) with an altered text, but 7
the same special power. Dark Sun
For further information see SFGR 1, p. 352. Common
When Klik enters combat as a defender, he can destroy one
Sysania magical item in play anywhere. He can use hero unarmed
283/500 combat cards.
Cleric
4 This card is a reprint of Klik-Ka'cha (77/AR) with an added
Greyhawk special power.
Common For further information see SFGR 2, p. 231.
Flyer. Sysania confers the ability to fly on all allies played with
her. She can use unarmed combat cards usable by dragons. Photed
289/500
This card is a reprint of Sysania (170/3rd) with an added Hero
special power. 7

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Advanced Dungeons and Dragons
Common Rumples
Orc; adventurer. When Photed is in a pool with one or more 297/500
other adventurers, each adventurer gains 1 to his base level. Wizard
8
Sharla Advanced Dungeons and Dragons
290/500 Common
Wizard Gnome; adventurer. When Rumples is in a pool with five or
5 more other adventurers, this player may deflect harmful events
Advanced Dungeons and Dragons targeting him at any other player.
Common
Elf; adventurer. When Sharla is in a pool with three or more Any harmful event targeting the player's hand, pool, formation,
other adventurers, each adventurer becomes immune to discard pile, Abyss, or Void may be deflected.
offensive wizard spells.
Diamond
Migrane 298/500
291/500 Wizard
Cleric 3
8 Advanced Dungeons and Dragons
Advanced Dungeons and Dragons Greyhawk
Common Diamond can come to the aid of her sisters, Emerald and
Elf; adventurer. When Migrane is in a pool with three or more Topaz, and can act as an ally. Win or lose, she is discarded.
adventurers, each adventurer becomes immune to offensive
cleric spells. Emerald
299/500
Vitralis Wizard
292/500 6
Hero Advanced Dungeons and Dragons
3 Greyhawk
Advanced Dungeons and Dragons Emerald can come to the aid of her sisters, Diamond and
Common Topaz, and act as an ally. Win or lose, she returns to her pool
Adventurer. When Vitralis is in a pool with two or more other minus any attached cards.
adventurers, each adventurer gains a +3 ally whether attacking
or defending.
Larn Topaz
293/500 300/500
Wizard Wizard
4 9
Advanced Dungeons and Dragons Greyhawk
Common Common
Elf; adventurer. When Larn is in a pool with two or more other Topaz can come to the aid of her sisters, Diamond and
adventurers, all phase 4 spells cast by an adventurer are Emerald, and act as an ally. Win or lose, she returns to her
doubled in level. pool with all of her attached cards.

Livekor Ruby
294/500 Hero
Monster 301/500
9 4
Advanced Dungeons and Dragons Dragonlance
Common Common
Dragon; flyer; adventurer. Livekor can cast cleric spells. When Ruby can put one hero unarmed combat card beneath her in
he is in a pool with five or more other adventurers, all monsters the pool. She can use the card during her own combat, or she
in that pool can become heroes at the start of this player's turn. can play the card for her sisters, Jacinth and Amethyst, when
they are in combat.
Shayla
295/500 Unarmed combat cards can be placed under Ruby during
Hero phase 3.
3
Advanced Dungeons and Dragons Jacinth
Common 302/500
Adventurer. When Shayla is in a pool with four or more other Hero
adventurers, all adventurers in that pool are immune to 6
offensive magical items. Dragonlance
Common
Ssilcroth Jacinth can put two hero unarmed combat cards beneath her
296/500 in the pool. She can use the cards during her own combat, or
Monster she can play them for her sisters, Ruby and Amethyst, when
5 they are in combat.
Advanced Dungeons and Dragons Unarmed combat cards can be placed under Jacinth during
Common phase 3.
Adventurer. When Ssilcroth is in a pool with four or more other
adventurers, allies cannot be used to defend against an attack Amethyst
by this player's adventurers. 303/500

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Hero This giant gains an additional 4 levels when fighting swimming
8 champions.
Dragonlance
Common Yumac the Cold
Amethyst can use any unarmed combat cards and can put two 311/500
such cards beneath her in the pool. She can use the cards Wizard
during her own combat, or she can play them for her sisters, 7
Ruby and Jacinth, when they are in combat. Advanced Dungeons and Dragons
Rare
Unarmed combat cards can be placed under Amethyst during Giant. A master of elemental magical, all spells cast during
phase 3. phase 3 that affect champions "of X level or less" have that
level increased by 2.
Pearl
304/500 Pellgrade the Inexorable
Cleric 312/500
3 Wizard
Ravenloft 9
Common Advanced Dungeons and Dragons
Pearl can bless all allies played with her or her sisters, Amber Common
and Aquamarina, giving each ally a +2 bonus. Giant; flyer; swimmer. During battle, Pellgrade can cast a +7
lightning bolt offensive spell that destroys one of his
Amber opponent's magical items or artifact.
305/500
Cleric Card Combo (from bluntaxe@GATEWAY.NET): If the
5 Spellbook is attached to Pellgrade, he can store his lightning
Ravenloft bolt spell, having two for the next battle, and then three for the
Common battle after that.
Amber can magically enhance all magical items held by her or
her sisters, Pearl and Aquamarina, giving each item a +2 Neranal
bonus. 313/500
Cleric
Aquamarina 5
306/500 Advanced Dungeons and Dragons
Cleric Common
7 Giant; swimmer. Neranal has a pet shark as a +4 swimming
Ravenloft ally that devours (discards) the first swimming ally played
Common against this champion.
Swimmer. An artifact attached to Aquamarina also functions
for her sisters, Pearl and Amber. Gloaranor
314/500
Cyclops Cleric
307/500 6
Monster Advanced Dungeons and Dragons
7 Common
Advanced Dungeons and Dragons Giant. Gloaranor can attack any realm showing trees,
Common regardless of position or special powers.
Giant. The cyclops gains 2 levels for each magical item
attached to him. Moralin
315/500
Ettin Cleric
308/500 7
Monster Advanced Dungeons and Dragons
5 Common
Advanced Dungeons and Dragons Giant. When Moralin attacks, any allies the defender wishes to
Rare use during that round of combat must be shown to this player.
Giant. Being of two minds, the ettin may have two AD&D Only those allies may be played.
artifacts attached to him.
Borin Moradinson
Formorian Giant 316/500
309/500 Cleric
Monster 5
6 Forgotten Realms
Advanced Dungeons and Dragons Common
Common Dwarf. Claiming to be an offspring of the god Moradin, Borin
The formorian is so repulsive that no allies can be played in can never be discarded through combat if the avatar is in play.
combat against him. If defeated, he merely returns to his pool with his attachments.

Fire Giant Mallin Dimmerswill


310/500 317/500
Monster Cleric
8 6
Advanced Dungeons and Dragons Forgotten Realms
Common Common

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Dwarf. This champion gains 3 levels against all Underdark Maleficent
monsters and can use hero unarmed combat cards. 324/500
Hero
Arden Glimrock 8
318/500 Forgotten Realms
Cleric Common
8 Elf (drow). Maleficent can cast wizard spells and use blood
Forgotten Realms abilities. She commands such power that one avatar not
Common involved in combat must aid her in any way its special powers
Dwarf. No drow can stand against this mighty leader; drow can.
allies are instantly killed, and drow champions return to their
pools, defeated. Isika
325/500
Drider Hero
319/500 4
Monster Forgotten Realms
4 Common
Forgotten Realms Allies are sympathetic to Isika; those played with her gain 2
Common levels and those played against her lose 2 levels.
Underdark. This nasty monster can use offensive blood
abilities and is immune to offensive hero unarmed combat Merika
cards. 326/500
Hero
Eye Tyrant 3
320/500 Dark Sun
Monster Common
6 Elf. Merika can use blood abilities.
Forgotten Realms
Common Funerea
Underdark. This beholder can cast wizard spells and is 327/500
immune to offensive magical items. Hero
8
Roper Dark Sun
321/500 Common
Monster Giant. Allies flock to Funerea's side, abandoning their
9 champion to join her.
Forgotten Realms
Common Salurana
Underdark. Only offensive spells and magical items that have Psionicist
the word "fire" in their title have any effect on this monster. It is 3
immune to psionic attack. Dragonlance
Common
Malleyahl 328/500
322/500 Elf (drow). Salurana psionically polymorphs all allies played
Hero with her, changing them to elves or drow, as desired. (Def/4)
4
Forgotten Realms Jella
Common 329/500
Elf (drow). Malleyahl gains 3 levels when defending an Psionicist
Underdark realm and can use offensive psionic power cards. 5
Dragonlance
Malaruat Common
323/500 Jella can Raise Object, lifting a magical item away from a
Hero champion in an opponent's pool and discarding it during phase
6 3. (Off)
Forgotten Realms
Common Myalasia
Elf (drow). Malaruat can corrupt a monster in the pool of a 330/500
player not involved in the current combat to act in his stead. Psionicist
That player must provide the champion, but this player may 3
only use the cards in his own hand. Dragonlance
Common
Malaruat can select a monster in the pool of a player not Dwarf. During combat, Myalasia can Locate Object, randomly
involved in combat to take his place. This means Malaruat's drawing one card from the opposing player and discard it. (Off)
power is only usable in multi-player games. After selecting a
monster and replacing Malaruat in combat, the player
Kit'Kit'Kin
continues the battle using his own hand.
If victorious, only Malaruat's player receives spoils, not the 331/500
player who contributed the substitute champion. If defeated, Psionicist
only the substitute champion, not Malaruat, is discarded. 6
If the Throne of the Drow is attached to Malaruat, another Dark Sun
champion can be selected to attack a champion in an Common
opponent's pool.

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Kit'Kit'Kin has a Fortress of Iron Will in effect at all times unless 338/500
she drops to level 0; while the fortress is in effect, she is Psionicist
immune to psionic attack. (Def) 6
Dragonlance
Beala Common
332/500 During combat, Jarek can psionically Reverse Gravity, causing
Psionicist all opposing flyers to become nonflyers and nonflyers to
5 become flyers. (Off)
Dark Sun
Common Because of his pointed ears this card should be bluelined
Dwarf (mul). This dwarf's focus is undead, and her hatred is so being an Elf (IMO - Sascha)
intense that she doubles her base level whenever in battle with
them. Moraster
339/500
Minerva Psionicist
333/500 3
Psionicist Dragonlance
7 Common
Dark Sun Dwarf. If this player chooses not to attack on his turn, Moraster
Common can use his Create Object power to search though the draw
Flyer. Minerva has Danger Sense. If she is about to lose a pile for any magical item and place it on the top of his deck.
battle, she can retreat back to her pool, though the battle is still (Def)
lost. (Def)
Kai'Rik'Tik
Islerik 340/500
334/500 Psionicist
Hero 8
5 Dark Sun
Forgotten Realms Common
Common This thri-kreen can psionically Summon Planar Creature to use
Islerik is immune to offensive magical items. When defending, a monster champion from any pool as an ally. If Kai'Rik'Rik is
he can reflect the special power of the attacking champion, defeated, the monster is discarded. (Off)
causing it to affect the attacker.
Kai'Rik'Tik's power allows it to use another champion as an
When defending, Islerik is immune to the attacking champion's ally, utilizing that champion's level, special powers, and
special power. He reflects (uses) the opponent's special attached cards.
power. Champions with instant defeat powers, such as Living The borrowed champion is discarded after combat as with any
Wall, are themselves defeated instantly when Islerik is ally, despite the wording on the card, which seems to infer that
defending against them. Living Scroll is also instantly defeated. borrowed champion is only discarded if Kai'Rik'Tik is defeated.
If Islerik is defending against Lady of Fate, Avatar of Istus, the A careful reading of the card gives no indication as to what
attacker does not need to discard two cards, since the Lady of happens if Kai'Rik'Tik wins. Absent specific directions on the
Fate's power is optional. card, borrowed champions used as allies are discarded.
Islerk's power makes him a great addition to defense-oriented
decks or speed decks. Talcon
341/500
Merik Psionicist
335/500 4
Hero Dark Sun
4 Rare
Dark Sun Dwarf (mul). If defeated in combat, Talcon can psionically Fate
Common Link to bring another champion from any pool to the discard
Elf. Merik can cast cleric spells. He can pass through the earth pile with him. (Off)
at will, allowing him and his allies to earthwalk.
Talcon's power will not work on his opponent, since the
opponent is not in a pool.
Pyre
336/500
Minervan
Hero
7 342/500
Dark Sun Psionicist
Common 9
Giant. Pyre can cast wizard spells. He gains 7 levels when in Dark Sun
combat with nonspellcasting champions. Common
Flyer. Minervan's Flesh Armor power adds 4 to his base level
when attacking or defending. (Def)
Ansalong
337/500
Apocalypse
Psionicist
2 343/500
Dragonlance Monster
Common 7
Elf (drow). Ansalong negates the special powers of all Birthright
offensive cards attached to an opposing champion. Common
Awnshegh; flyer. Apocalypse can cast wizard spells and use
blood abilities. It automatically defeats a realm champion.
Jarek Halvs

Quarta Edição - Página 180


The Harpy Elf. When attacking a realm showing trees, Cidre's allies
344/500 cannot be forced to switch sides or discarded for any reason.
Regent
5 Adan El-Mesir
Birthright 349/500
Common Regent
Awnshegh; flyer. The Harpy can cast wizard spells. No flying 5
allies can be played against this champion. Birthright
Common
The Magian Adan is charismatic and used to the burdens of command. Any
345/500 allies played with him gain 2 levels and are immune to
Regent offensive spells.
9
Birthright Rahil the Falcon
Rare 350/500
Awnshegh; undead. The Magian can cast wizard and cleric Regent
spells. He and his allies are immune to the special powers of 7
opposing realms and holdings. Birthright
The special powers of realms include restrictions, such as that Common
the realm can only be attacked by flyers or swimmers. The Rahil can cast wizard spells. He can employ his Blood History
Magian can ignore such restrictions. ability to look at the top five cards on any opponent's draw pile.

Serpent Rahil's Blood History ability is used in phase 3 of the player's


346/500 turn.
Regent
6 Arlando El-Adaba
Birthright 351/500
Common Regent
Awnshegh. The Serpent can cast cleric spells. In battle, it can 8
turn into a giant constrictor snake (monster, base level 12), but Birthright
can no longer cast cleric spells. Common
Arlando is a master diplomat. He can be discarded to end a
Chernevik battle between any two players. Champions return to their
347/500 pools without declaring a winner. No further attacks this turn
Regent are allowed. This player gets to draw a card.
8
Birthright Arlando cannot use his power until battle has begun (i.e. both
Common an attacker and defender have been selected.) The card draw
Chernevik can cast cleric spells. He can employ his Iron Will by using Arlando is not considered Spoils of Victory.
blood ability to resist being removed from his pool for any
reason. The Ancient Dead
352/500
It would seem that Chernevik is discarded if a player has no Monster
realm in play, since there can be no pool in that situation, 7
however, the Spellfire Oracle has ruled otherwise. Even if a Ravenloft
player has no realms in play and therefore has no pool, Common
Chernevik is not discarded. Undead. This monster's touch causes mummy rot,
While the card states Chernevik's power is a blood ability, permanently subtracting its base level from the base level of
cards that negate blood ability cards, such as Dispel, do not any champion who defeats it.
stop Chernevik's special power.
Madman Enraged
Cúpula BSW 2008: Caso receba o efeito de uma Con Game 353/500
(82/100 DU), Chernevik vai para a pilha a ser dividida e caso Hero
esteja no lado a ser descartado ele voltará ao seu poço e não 5
será descartado. Cartas anexas a ele vão para o descarte Ravenloft
normalmente. Ele não sai do poço mesmo se não houver Common
reinos na formação. Undead. During combat, this ghoul goes into a berserk rage
and destroys one of the opposing player's holdings (this
Cúpula BSW 2011: player's choice).
Wish (384/4ª ed) pode descartar qualquer carta independente
de imunidades e poderes especiais, incluindo Chernevik.
Ting Ling
Excetua-se à regra a imunidade declarada à carta Wish.
354/500
O descarte voluntário de Chernevik (347/4ª ed) ou de qualquer Cleric
outra é possível para a ativação do poder especial da própria 8
carta ou de uma outra que aquele jogador possua ou controle. Ravenloft
Common
Flyer. Ting Ling can use blood abilities. He confers the power
Cidre Bint Corina
to fly on his allies, allowing them to attack with him.
348/500
Regent
The Death Ship
4
Birthright 355/500
Common Monster
4

Quarta Edição - Página 181


Ravenloft Shapechange
Common 362/500
Undead; swimmer. This inanimate object is the home of evil Wizard Spell
spirits. Only swimming allies may be played against this Uncommon
champion. The caster can choose to become any other type of champion
(cleric, hero, regent, etc.) until the end of this players turn.
The Lesser Mummy (Def/3/4)
356/500
Cleric This card is a reprint of Shapechange (212/3rd) with an altered
3 text, but the same special power.
Ravenloft For further information see SFRG 2, p. 156.
Common
Undead. This apparition drains 3 levels from the attacking Fireball
champion, adding them to itself. Lycanthropes fear it, and no 363/500
werecreature will attack it. Wizard Spell
Common
If a werecreature attacks and the Lesser Mummy defends, Destroys immediately all opposing allies of level 4 or less.
both champions return to their pools and the battle is over. If (Off/4)
the Lesser Mummy attacks and a werecreature defends, the
round continues normally, since the werecreature is defending, This card is a reprint of Fireball (331/1st-3rd) with an reversed
not attacking. picture and the additional +4 level.
For further information see SFRG 1, p. 207.
Bride of Malice
357/500 Lightning Bolt
Wizard 364/500
9 Wizard Spell
Ravenloft Common
Common Immediately destroys one opposing ally of level 4 or less, or
Undead (vampire). This wizard is immune to psionic attack and one magical item, of the caster's choice. (Off/4)
offensive unarmed combat cards. She can use blood abilities
and unarmed combat cards usable by dragons. This card is a reprint of Lightning Bolt (332/1st-3rd).
For further information see SFRG 1, p. 207.
The Vulture of the Core
358/500 Magic Missile
Monster 365/500
6 Wizard Spell
Ravenloft Common
Common The level bonus increases to +5 if cast by a level 7 or 8
Flyer. When defending a Ravenloft realm, the vulture can opt champion or to +9 if cast by a champion of level 9 or higher.
to draw five cards from his draw pile. He can use only those (Off/4)
cards for the battle, and all are discarded at the end of the
round. This card is a reprint of Magic Missile (334/3rd).
For further information see SFRG 2, p. 177.
Fleeing Adventurers
359/500 Wall of Fire
Hero 366/500
3 Wizard Spell
Ravenloft Common
Common Only flyers can attack across the wall. (Off/4)
If defeated by a psionicist or regent, this champion can flee
back to its pool rather than being discarded. This card is a reprint of Wall of Fire (335/1st-3rd).
For further information see SFRG 1, p. 208.
The Bog Monster
Monster Wall of Force
360/500 367/500
8 Wizard Spell
Ravenloft Common
Common Only earthwalkers can attack across the wall. (Def/4)
Four allies must be played against this champion before any of
their powers or levels take effect. Once four are played, the This card is a reprint of Wall of Force (338/1st-3rd) with an
result is totaled and applied. altered special power.
For further information see SFRG 1, p. 209.
Flight
361/500 Cone of Cold
Wizard Spell 368/500
Common Wizard Spell
This player's champions and allies put forward in battle Common
become flyers for this turn. (Def/3/4) Destroys one artifact, chosen by the caster. If cast during
phase 3, the caster does not receive a level bonus. (Off/3/4)
This card is a reprint of Flight (211/3rd).
For further information see SFRG 2, p. 155. This card is a reprint of Cone of Cold (340/3rd) with an added
special power.
For further information see SFRG 2, p. 178.

Quarta Edição - Página 182


Black Tentacles
Crushing Fist 375/500
369/500 Wizard Spell
Wizard Spell Common
Common All champions of level 4 or less die, regardless of whether they
The crushing fist adds 4 levels or destroys one magical item, are in battle or in pools. (Off/3/4)
chosen by the caster. (Off/4)
This card is a reprint of Black Tentacles (378/1st-2nd). Black
This card is a reprint of Crushing Fist (344/1st-3rd). Tentacles (378/3rd) kills all champions of base level 4 or less.
For further information see SFRG 1, p. 211. Note that this card contains a typo: the number is "375 of 400,"
but should be "375 of 500."
Dispel Magic For further information see SFRG 1, p. 222.
Wizard Spell
370/500 Death Fog
Common 376/500
Can be cast at any time to cancel the effects of a just-cast Wizard Spell
spell or to cancel an existing spell. (Def) Common
Kills all champions of level 5 or less in one player's pool and
This card is a reprint of Dispel Magic (346/3rd). prevents survivors from attacking until after that player's next
For further information see SFRG 2, p. 179. turn. (Off/3)
Dispel Magic cancels the effect of any spell, offensive or
defensive, including another Dispel Magic spell. The 3rd This card is a reprint of Death Fog (391/1st-3rd).
edition rules make it clear that Dispel Magic, Spell Turning, For further information see SFRG 1, p. 227.
and Reflection may be cast at any time to dispel or turn a just-
cast spell. A player must have a champion in the pool or in Death Spell
battle capable of casting the spell and must specify which 377/500
champion is casting the spell. Wizard Spell
Uncommon
Wall of Fog Kills any one champion or ally of the caster's choosing of level
371/500 7 or less. (Off/3/4)
Wizard Spell
Common This card is a reprint of Death Spell (392/1st-3rd).
No attacks are allowed against any player until this player's For further information see SFRG 1, p. 227 and SFRG 2, p.
next turn. (Off/3) 183.

This card is a reprint of Wall of Fog (371/1st-3rd) with an Power Word, Stun
altered text, but the same special power. 378/500
For further information see SFRG 1, p. 220. Wizard Spell
Common
Fear Can be cast at any time to negate the special power of an
372/500 attacking champion before his power can activate. (Off)
Wizard Spell
Common Spell Turning
Attach to any enemy champion in a pool; that champion cannot 379/500
attack or defend until the fear is dispelled. (Off/3) Wizard Spell
Common
This card is a reprint of Fear (348/1st-3rd) with an altered text, Can be cast at any time to turn a just-cast offensive spell back
but the same special power. upon its caster as if the original target had cast it. (Def)
For further information see SFRG 1, p. 212.
This card is a reprint of Spell Turning (398/3rd) with an altered
Blink text, but the same special power.
373/500 For further information see SFRG 2, p. 183.
Wizard Spell Spell Turning turns an offensive spell back against its caster.
Common Spell Turning must be played immediately after the spell being
A champion who is about to lose a round of battle, escapes to turned, although events may be played between the original
the player's pool but the round is still lost. (Def/4) spell and Spell Turning. The 3rd edition rules make it clear that
Dispel Magic, Spell Turning, and Reflection may be cast at any
This card is a reprint of Blink (374/1st-3rd) with an altered text, time to dispel or turn a just-cast spell. A player must have a
but the same special power. champion in the pool or in battle capable of casting the spell
For further information see SFRG 1, p. 221. and must specify which champion is casting the spell.

Charm Monster Power Word, Silence


374/500 380/500
Wizard Spell Wizard Spell
Common Common
An opposing monster returns to its pool; the caster wins this The opposing champion cannot cast spells for this round of
round of battle. (Off/4) combat. (Off/4)

This card is a reprint of Charm Monster (376/1st-3rd). Note Death Link


that there is another Charm Monster (76/DL) with another 381/500
power. Wizard Spell
For further information see SFRG 1, p. 222. Uncommon

Quarta Edição - Página 183


If the casting champion is defeated, the opposing champion is Cúpula BSW 2009: Mesmo um campeão imune a Wish deve
also discarded. (Def/4) ficar paralisado após usar esta magia.

Limited Wish Cúpula BSW 2011: Pode descartar qualquer carta


382/500 independente de imunidades e poderes especiais, incluindo
Wizard Spell Chernevik.
Uncommon Excetua-se a regra quando a imunidade é declarada a carta
This spell can be cast at any time to negate the effects of any Wish.
event card. (Def)
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é
This card is a reprint of Limited Wish (43/FR) with an altered cancelada ou dispersada, o custo ou consequência do seu
text, but the same special power. uso/lançamento devem ser cumpridos. Com exceção quando
For further information see SFRG 1, p. 338 and SFRG 2, p. a maneira de utilização estiver especificada no texto ou regra
202. da carta.
Limited Wish can be cast at any time. This means that during a
battle, champions in a pool can cast the spell. Reverse Gravity
385/500
Time Stop Wizard Spell
383/500 Common
Wizard Spell All flyers become non-flyers and vice-versa until the beginning
Uncommon of this player's next turn. Swimmers and earthwalkers are
Take any one wizard spell from your draw pile and play it unaffected by this spell. (Off/3/4)
immediately. Then, reshuffle the draw pile. (Def/3/4/5)
This card is a reprint of Reverse Gravity (56/AR) with a
This card is a reprint of Time Stop (44/FR) with an altered text, reversed picture (funny, eh ?).
but the same special power. For further information see SFRG 2, p. 224.
For further information see SFRG 1, p. 339. Time Stop You
may not "Time Stop" to successfully counter a instant kill card. Mirror Image
A successful counter requires that the next card played stop 386/500
the instant kill. Since "Time Stop", itself, doesn't counter, the Wizard Spell
instant kill activates before the next card can be played. Common
This spell doubles the caster's current level. (Def/4)
Wish
384/500 This card is a reprint of Mirror Image (58/AR) with an altered
Wizard Spell text, but the same special power.
Uncommon For further information see SFRG 2, p. 224.
Discard any one card in play (except a realm) regardless of its
immunities. This spell can be cast at any time, but the casting Elminster's Evasion
champion cannot be used again until its owner's next turn. 387/500
(Off) Wizard Spell
Common
This card is a reprint of Wish (46/FR) with an altered text, but A wizard who casts this spell can sacrifice another wizard from
the same special power. his pool to escape defeat, but the opponent still gains spoils (if
For further information see SFRG 1, p. 339 and SFRG 2, p. applicable). (Def/4)
202.
Wish can be canceled with Dispel Magic. It can be turned with Prismatic Sphere
Spell Turning or Reflection, in which case the champion 388/500
casting the Wish is discarded. The caster, now the target of the Wizard Spell
turned Wish, can take no further action. Only another Common
champion can cast Dispel Magic or another Spell Turning. This spell may only be cast by a defending champion and lasts
Wish cannot be used to cancel an event, unless that event has until the beginning of this player's next turn. The attached
a lasting effect. Likewise, only spells with a lasting effect can champion is immune to harmful events and the special powers
be canceled with Wish. of all cards. (Def/4)
Wish can be cast at any time. This means that during a battle,
champions in battle or in a pool can cast the spell. If Wish is
Re-target
cast on an attacking champion, that champion is defeated and
the defender is entitled to spoils of victory. If a champion casts 389/500
Wish during battle, and the Wish is cancelled, the attacker is Wizard Spell
defeated, since he can take no further action. Common
Because Wish is not affected by immunities, it is effective on Allows this caster to redirect a just-cast offensive or defensive
cards normally immune to offensive spells, such as Elminster, spell at any card in play. This spell may be cast at any time.
and is effective against an opponent with the Codex of Infinite (Def)
Planes.
Wish can be used to discard a dungeon card. If so used, both The spell that is subject to the Re-target spell must be
the Wish and the caster of the Wish are removed from the redirected to another target. Re-target can only be cast on
game (sent to the Void). If Wish is Retargeted to a dungeon Dispel Magic if there is another spell in play to which the Dispel
card, the original caster of the Wish and Wish itself, are Magic can be redirected.
removed from the game.
The Wish spell is the most powerful spell in the game. It Cúpula BSW 2011: Quando usado em feitiços defensivos, o
ignores all cards that state they are immune or otherwise jogador toma posse da carta afetada pelo Re-target usando da
unaffected by spells unless they state an immunity to the Wish maneira como preferir, inclusive nas próprias cartas. Pode ser
spell. Regardless of a champion’s immunities or special jogado para rebater um feitiço defensivo para o mesmo alvo
powers, Wish can discard them. escolhido pelo lançador original (Re-target em Hallucinatory
Terrain [42/FR] para escolher copiar a mesma fortaleza,
beneficiando o lançador do Re-Target).

Quarta Edição - Página 184


397/500
Cúpúla BSW 2021: Re-Target não pode ser usado para Cleric Spell
redirecionar uma magia que afeta uma carta fora do jogo, Common
como Time Stop (383/4th ed) e Drawmij’s Instant Summons Increases to +6 if cast by a level 7 or 8 champion, and
(63/BR). increases to +8 if cast by a level 9 or higher champion. (Off/4)

ESP This card is a reprint of Sticks to Snakes (351/3rd).


390/500 For further information see SFRG 2, p. 180.
Wizard Spell
Common Sanctuary
When this player's opponent plays a card into the battle, it is 398/500
played face down. This player then guesses the card type (ally, Cleric Spell
wizard spell, etc). If correct, that card is discarded. (Off/4) The cleric who casts Sanctuary loses the round of battle but is
not discarded; it returns to the pool instead. (Def/4)
Card Combo (from zuse2@webtv.net): In battle, cast ESP,
which requires that the cards played into battle by the This card is a reprint of Sanctuary (354/1st-3rd) with an altered
opponent are played face down. If the player guesses the card text, but the same special power. Also, the picture on this card
type, it is discarded. After ESP is in play, play a card that is reversed.
requires the opponent to play a certain type of card, such as For further information see SFRG 1, p. 214.
Melt Bone (requires the opponent play an ally), Loup-Garou
(opponent must have or play a magical item), Ki-Rin (opponent Wind Walk
must have or play an ally). These cards make it rather easy to 399/500
guess the next card to be played, ensuring it will be discarded Cleric Spell
and the opponent will be defeated. Common
The champion and his allies are considered flyers for this
Leomund's Trap round of battle. (Def/3/4)
391/500
Wizard Spell This card is a reprint of Wind Walk (355/3rd) with an altered
Common text, but the same special power.
Hide under any realm in your formation; expose when the For further information see SFRG 2, p. 181.
realm is attacked. Any champion of base level 4 or less is
immediately discarded before the battle begins. (Off/3) Dispel
400/500
Misdirection Cleric Spell
392/500 Common
Wizard Spell Can be cast at any time to cancel the effects of an existing or
Common just-cast spell, blood ability, or psionic power card. (Def)
Play just after an opponent has announced an attack on any
realm. Choose another realm in the same formation for the This card is a reprint of Dispel Magic (358/3rd) with added
champion to attack instead, which he and his allies may, special powers (i.e the older edition card can only cancel
regardless of position or restrictions. (Off) spells).
For further information see SFRG 2, p. 181.
Ray of Enfeeblement
393/500
Wizard Spell Raise Dead
Common 401/500
Reduces the target's base level by half (round down) until the Cleric Spell
end of that player's next turn. (Off/3/4) Common
Any one defeated champion can be selected from this player's
Stinking Cloud discard pile and placed back in his hand. (Def/3/5)
394/500
Wizard Spell This card is a reprint of Raise Dead (366/1st-3rd) with an
Common altered text, but the same special power.
All opposing allies of level 3 or less are discarded. Opposing For further information see SFRG 1, p. 218.
allies of level 4 or higher lose their special powers. (Off/4)
Creeping Doom
Sepia Snake Sigil 402/500
395/500 Cleric Spell
Wizard Spell Uncommon
Common Immediately razes one realm with no holding. (Off/3)
Hide under any realm in your formation; expose when the
realm is attacked. An attacker is sent to Limbo until the end of This card is a reprint of Creeping Doom (28/FR).
that player's next turn. Discard spell after use. (Def/3) For further information see SFRG 1, p. 333 and SFRG 2, p.
202.
Armor
Earthquake
396/500
Wizard Spell 403/500
Common Cleric Spell
Until the end of this champion's next combat, increase the Uncommon
caster's base level by 1 if cast by a champion level 5 or less; All cards currently in battle are discarded, and combat ends
by 3 if level 6-9; or by 5 if level 10+. (Def/3/4/5) with no victor. Every player must raze one of his own realms or
discard a holding in play. (Off/3/4)
Sticks to Snakes
This card is a reprint of Earthquake (29/FR).

Quarta Edição - Página 185


For further information see SFRG 1, p. 334. The King is selected from among eligible champions. For
example, a champion immune to offensive spells cannot be
Shadow Engines selected as King. If for some reason the King becomes unable
404/500 to attack or defend (e.g the King is discarded), another
Cleric Spell champion may be chosen.
Common If the King is defeated, the highest level champion in the pool
Discard any holding of an opponent. (Off/3/4) is discarded along with the King. If the highest level champion
is immune to offensive spells, the next highest level champion
This card is a reprint of Shadow Engines (35/FR). is discarded.
For further information see SFRG 1, p. 336. Cleric Spell

Faith-Magic Zone Ward of Freedom


405/500 411/500
Cleric Spell Cleric Spell
Common Common
Only cleric spells can be cast until the end of this player's next This spell can be cast to recall any champion from Limbo back
turn. (Def/3/4/5) to the player's pool or from the Abyss to the discard pile.
(Def/3)
This spell can be countered immediately with the wizard spell
Dispel Magic. However, if Faith-Magic Zone is not immediately Card Combo (from Desafio aos Corajosos 2013): Jerome
countered, only the cleric spells Dispel Magic or Dispel can Kasinskaia (8/IQBR)’s special powers can be used to retrieve
remove it from play before its normal expiration. Ward of Freedom and Divine Intervention (81/DL) from the
discard pile to this player’s hand, allowing him to use Gib Kcir
(16/RR chase)’s special powers many times during a match!
Ward of Sleep
406/500
Ward of Ironguarding
Cleric Spell
Common 412/500
This spell can be cast to place one champion from any player's Cleric Spell
discard pile to the Abyss. (Off/3/4/5) Common
Until the end of this player's next turn, this player's draw pile is
immune to the special power of other cards that try to look at
Ward of Peace
or discard cards from the draw pile. (Def/3/5)
407/500
Cleric Spell
Ward of Ruin
Common
This spell serves as a protector for a player's pool. Any spell 413/500
directed at the player's pool must be first directed at the ward, Cleric Spell
who is considered a level 8 hero in a pool all his own. (Def/3) Common
Until the end of this player's next turn, any realm that is razed
If the entire pool or any card in the pool is targeted by a spell, in combat is also discarded. (Off/3)
that spell is redirected to the Ward of Peace.
The Ward remains in place until dispelled, wished, or Ward of the Erinyes
otherwise removed, such as being defeated in combat. The 414/500
ward is considered a hero, and may have attached magical Cleric Spell
items. It can be used by Princess Amber as an ally. The Ward Common
is also vulnerable to Curse of the Azure Bonds and Until the end of this player's next turn, no rule cards can be
Tyranthraxus, the Possessing Spirit. played. The owner of any rule card currently in play must
discard either a realm, holding, or champion. (Off/3)
Ward of Erebus
408/500 Animal Friendship
Cleric Spell 415/500
Common Cleric Spell
Until the end of this player's next turn, all clerics discarded by Common
any means are sent to Limbo instead of the discard pile. They This spell adds a permanent ally to the caster equal to half his
return to players' pools at the end of their next turns. (Def/3) base level (round up). (Def/3/4)

Ward of Laocoon Command


409/500 416/500
Cleric Spell Cleric Spell
Common Common
The special powers of all dragons and swimmers are negated An opposing player must attack with the targeted champion (if
until the end of this player's next turn. (Off/3) possible) during his next turn. If he does not, the champion is
discarded and the player must discard two cards from his hand
Ward of Laius or pool. (Off/3)
410/500
Cleric Spell Shillelagh
Common 417/500
Until the end of this player's next turn, all players "elevate" one Cleric Spell
of their pool champions to King. Their King is the first to attack Common
or defend and is immune to harmful events. If defeated in Shillelagh creates a magical weapon equal to half the caster's
combat, the highest level champion remaining in the pool is base level (round down) that lasts until the end of this player's
also discarded. (Off/3/5) next turn. (Def/3/4)

Aid

Quarta Edição - Página 186


418/500 Psionic Power
Cleric Spell Common
Common The opposing player must reveal the next two cards he plans
Cast by a champion in the pool into a combat, this spell adds 4 to play in this combat. (Off/4)
to the base level of the affected champion. (Def/4)
Phobia Amplification
Enthrall 428/500
419/500 Psionic Power
Cleric Spell Common
Common The base level of this champion is subtracted from the base
Prevents all champions in one player's pool from attacking or level of the target. If the opponent is reduced below level 0, he
defending until after that player's next turn. This player can remains in combat at a negative total. (Off/4)
make no attacks this turn. (Off/3) Psionic Power

Fire Trap Body Weaponry


420/500 429/500
Cleric Spell Psionic Power
Common Common
Hide under any realm in your formation; expose when the Discards any unarmed combat cards in play and prevents
realm is attacked. Any champion of base level 5 or less is further unarmed combat cards from being used this round.
immediately discarded before the battle. Discard spell after (Off/4)
use. (Off/3)
Lend Health
Heat Metal 430/500
421/500 Psionic Power
Cleric Spell Common
Common This power is played by a champion in the pool to lend its base
Opposing champion is stripped of all magical items and level to another champion in combat. If the aided champion
artifacts. Items are sent to Limbo until the end of the player's loses, this champion is discarded as well. (Def/4)
next turn and then return to their original champion (if possible)
or are discarded. (Off/3/4) Metamorphosis
431/500
Locate Object Psionic Power
422/500 Uncommon
Cleric Spell This champion can choose to become a different type of
Common champion type (hero, wizard, etc) for this round of battle.
Allows this player to search his draw pile for any magical item (Def/4)
or artifact and place it on the top of his draw pile. (Def/3/5)
Mindwipe
Negative Plane Protection 432/500
423/500 Psionic Power
Cleric Spell Common
Common An opposing champion cannot cast any spells or use psionic
Lasts until dispelled or until the champion is involved in combat power cards for the rest of this round of battle. (Off/4)
with an undead champion. The protected champion is immune
to the special powers of all undead champions. (Def/3/4) Jab
433/500
Switch Personality Unarmed Combat Card
Psionic Power Common
424/500 Usable only by heroes. Draw one card at random from the
Common opposing player, playing it if possible but discarding it
May be used during a round of battle to exchange this otherwise. (Off/4)
champion for one in your pool. The pool champion may have
already attacked or defended this battle. (Def/4) The card is drawn from the opponent's hand. A player with the
Herald of Mei Lung is immune to Jab.
Superior Invisibility
425/500 Boot to the Head
Psionic Power 434/500
Common Unarmed Combat Card
An invisible champion can bypass a defending wizard or cleric Common
of base level 4 or less and raze the realm. The defending Usable only by heroes. An opposing wizard, cleric, thief, or
champion returns to his pool. (Def/4) regent draws and discards a card, noting its last digit. If the
digit is a 0 or a 1, the opponent is defeated. (Off/4)
Mindlink
426/500 Reversal
Psionic Power 435/500
Common Unarmed Combat Card
Allows the champion to cast cleric and wizard spells, use blood Common
abilities, and use unarmed combat cards for this round of Usable by all champions. This maneuver turns a just-played
battle. (Def/4) offensive unarmed combat card back upon its user. (Def/4)

Precognition Choke Hold


427/500 436/500

Quarta Edição - Página 187


Unarmed Combat Card
Common The "attached champion" referred to in the card text is the
Usable only by heroes. An opposing spellcaster cannot cast opposing champion, to which the opposing allies are attached.
spells for this round of combat. (Off/4)
Healing
Counter 444/500
437/500 Blood Ability
Unarmed Combat Card Common
Common This ability can be used after a combat to return up to two just-
Usable by all champions. This unarmed combat card negates discarded allies from the discard pile to your hand. (Def/5)
a just-played unarmed combat card. (Def/4)
Resistance
Rake! 445/500
438/500 Blood Ability
Unarmed Combat Card Common
Common The attached champion is immune to offensive magical items
Usable only by undead champions. The opposing champion until the end of this round of battle. (Def/4)
must discard one card from the current round of combat.
(Off/4) Bloodform
446/500
If the opposing champion has no attached cards, Rake! has no Blood Ability
effect. Common
Attached champion becomes a monster and is now considered
Tail Slap an awnshegh. Lasts until the attached champion is discarded.
439/500 (Def/3/4/5)
Unarmed Combat Card
Uncommon Charm Aura
Usable only by dragons. All nonflying opponents lose two 447/500
levels. If reduced to level 0 or less, they are discarded. (Off/4) Blood Ability
Common
Blind Side! All opposing allies of +5 or less are forced to switch sides.
440/500 Allies played after this blood ability are unaffected. (Off/4)
Unarmed Combat Card
Common Major Resistance
Usable only by elf (drow) champions. This can be played at 448/500
any time to discard the highest ally, spell, or psionic power Blood Ability
card played during this round of combat. (Off/4) Common
Attached champion is immune to offensive magical items and
Because the wording of this card indicates it can be played at offensive spells until the end of this player's next turn.
any time, Blind Side! can be played by a champion in the pool, (Def/3/4/5)
just like Dispel Magic or Wish.
Wither Touch
Cúpula BSW 2021: Esta carta não pode ser usada fora de
batalha, pois isto significa apenas que a carta pode ser usada 449/500
sem respeitar a ordem de ativação das cartas no passo 4. Blood Ability
Cartas-Resposta que são específicas de passo 4, como Blind Common
Side!, mas que não especificam que podem ser jogadas a Any champion defeated by the attached champion is sent to
qualquer momento, podem ser jogadas por campeões fora the Abyss rather than the discard pile. (Off/4)
de combate para auxilar um campeão em batalha.
Persuasion
Heroic Effort 450/500
441/500 Blood Ability
Unarmed Combat Card Common
Common Attached champion draws and discards a card, noting the last
Usable only by heroes. The attached hero can discard any digit of the card number. This is the number of opposing allies
single card attached to an opposing champion. Win or lose, the (chosen by the opponent) which are persuaded not to fight.
hero is discarded at the end of the battle. (Off/4) Allies are sent to the discard pile. (Off/4)

Elemental Control Ren's Crystal Ball


442/500 451/500
Blood Ability Artifact
Common Common
The attached champion is immune to all offensive spells During phase 0 of each turn, the owner of Rens's Crystal Ball
containing the words "fire, flame, air, wind, water, or earth." can inspect the top three cards of any deck and discard one
(Def/4) card.

This card is a reprint of Ren's Crystal Ball (199/1st-3rd) with an


Fear
altered text, but the same special power.
443/500 For further information see SFRG 1, p. 163.
Blood Ability
Common
Codex of the Infinite Planes
All opposing allies whose plus is less than the last digit of the
attached champion's card number are immediately discarded. 452/500
(Off/4) Artifact
Common

Quarta Edição - Página 188


All of this player's champions are immune to offensive magical For further information see SFRG 1, p. 344.
items and offensive spells.
Obsidian Man of Urik
This card is a reprint of Codex of the Infinite Planes (152/1st- Artifact
3rd) with an altered text, but the same special power. 459/500
For further information see SFRG 1, p. 147 and SFRG 2, p. Common
146. If the attached champion is discarded, the artifact returns to
the player's pool as a monster. Instead of attaching this artifact
Eye and Hand of Vecna to a champion, the player can play the Obsidian Man as a
453/500 monster.
Artifact
Common This card is a reprint of Obsidian Man of Urik (14/AR).
The attached champions gains 5 levels when attacking, but For further information see SFRG 2, p. 210.
only 2 levels when defending.
Throne of the Gods
This card is a reprint of Eye and Hand of Vecna (156/1st-3rd) 460/500
with an altered text, but the same special power. Artifact
For further information see SFRG 1, p. 148 and SFRG 2, p. Common
147. The Throne of the Gods can be used by a champion of any
world. It is not subject to the Rule of the Cosmos, but any
Cup of Al'Akbar champion with the Throne attached must immediately battle
454/500 any other champion who also claims the Throne. The winner
Artifact receives a spoils of victory.
Common
If this player discards three cards from his hand during phase Nature's Throne
5, he can return any one card from the discard pile to his hand. 461/500
Artifact
This card is a reprint of Cup of Al'Akbar (160/1st-3rd) with an Common
altered text, but the same special power. Usable by any champion from any world. Nature's Throne
For further information see SFRG 1, p. 150. strips any special movement requirement (swimmers, flyers,
etc) from any realm that this player's champions attack.
The Ring of Winter
455/500 The power of Nature's Throne refers to specific restrictions on
Artifact the realm. Protected realms can still only be attacked by flyers,
Common earthwalkers, and swimmers (if a coastal realm).
While this card is in play, all opponents draw one fewer card The artifact only removes movement requirements, not
then normal on their turns (minimum of one card). restrictions. As an example, Menzoberranzan still cannot be
attacked by flyers.
This card is a reprint of The Ring of Winter (61/FR).
For further information see SFRG 1, p. 344. Throne of Bone
462/500
Wand of Orcus Artifact
456/500 Common
Artifact Can be used by an undead champion from any world. All of
Common this player's undead are immune to offensive psionic power
This wand can be attached to any undead monster champion. cards, unarmed combat cards, and blood abilities.
When the wand is used in battle against an opposing
champion of level 8 or less, the opponent is instantly slain The Medusa Throne
(discarded). 463/500
Artifact
This card is a reprint of Wand of Orcus (1/AR) with an altered Common
text, but the same special power. Usable by a champion from any world. An opponent's special
For further information see SFRG 2, p. 205. powers that activate upon defeat ("avenging" champions and
Axe of the Dwarvish Lords allies) are negated and "avenging" champions and allies are
457/500 sent to the Abyss when defeated.
Artifact
Common The Medusa Throne's power is only effective against opposing
The Axe can be attached to any champion. In addition to the (i.e. opposing in battle) champions and allies. it's power does
listed bonus, the Axe also gives the attached champion a +8 not work while in the pool.
ally.
Throne of Ice
This card is a reprint of Axe of the Dwarvish Lords (2/AR) with 464/500
an altered text, but the same special power. Artifact
For further information see SFRG 2, p. 206. Common
Can be attached to a champion from any world. The Throne of
Guenhwyvar Ice allows a champion to attack a rule card as if it were a
458/500 realm. Any player can defend the rule card like a normal realm,
Artifact but if the attack is successful, the rule card is "razed" and
Common removed from play.
If the attached champion is defeated, Guenhwyvar may be
attached to any other Forgotten Realms champion in the Throne of the Seas
player's pool. 465/500
Artifact
This card is a reprint of Guenhwyvar (59/FR).

Quarta Edição - Página 189


Common player can look at the top card of each player's draw pile and
Can be attached to a swimming champion from any world. All discard any champions or allies that are swimmers.
swimming champions of this player are immune to harmful
events and offensive magical items. Swimming champions and Elemental Avatar of Fire
allies gain 2 levels. 472/500
Cleric
Throne of the Pharaohs 15
466/500 Dark Sun
Artifact Rare
Common Avatar. A monster (dragon) champion must be discarded to
Usable by a champion from any world. When brought into play, being this avatar into play. All Dark Sun champions of this
all events in play are negated and no more can be played as player gain a +5 fire elemental as an ally that cannot be forced
long as the Throne of the Pharaohs remains in play. to switch sides or be discarded through cardplay.

Handmine will not function while Throne of the Pharoahs is in Garl Glittergold
play. 473/500
Hero
The Emerald Throne 13
467/500 Advanced Dungeons and Dragons
Artifact Rare
Common Avatar. Gnome. A hero of level 8 or higher must be discarded
Usable only by an elf champion from any world. All elves of to bring Garl into play. All champions of this player are
this player can use unarmed combat, psionic power, and blood considered gnomes. All champions and all "true" gnomes are
ability cards. immune to offensive wizard spells.

Throne of the Drow Urdlen


468/500 474/500
Artifact Monster
Common 14
Usable only by elf (drow) champions from any world. Instead of Advanced Dungeons and Dragons
attacking a realm during a turn, the attached champion can Rare
attack a champion in another player's pool. If successful this Avatar. An earthwalking monster of level 7 or more must be
player draws a card (but not as spoils) and the defender is discarded to bring Urdlen into play. Urdlen devours all
discarded. earthwalking allies that oppose any of this player's champions.

The champion with the Throne attached can attack either an Yondalla the Provider
opponent's champion or realm. However, the player with the 475/500
Throne may still attack a realm in the same turn before or after Hero
using the Throne's power to attack a champion. The player 16
must use other champions to attack the realm. Advanced Dungeons and Dragons
Only one champion may be attacked per turn using the powers Rare
of the Throne. Thus Zaknafein's power is not helpful, since Avatar. Halfling. A monster of level 12 or higher must be
only one champion can be attacked. discarded to bring Yondalla into play. Yondalla can only
defend, never attack. If defeated in combat (or discarded for
Elemental Avatar of Earth any reason) she forces both the opposing champion and one
469/500 other champion of her choice to be discarded.
Cleric
15
Dark Sun Brandobaris
Rare 476/500
Avatar. Two Dark Sun champions must be discarded to bring Hero
this avatar into play. All champions of this player are granted 13
the earthwalking ability. Advanced Dungeons and Dragons
Rare
Elemental Avatar of Air Avatar. Halfling. A hero with an attached magical item must be
470/500 discarded to bring Brandobaris into play. Once per turn, this
Cleric player can select one champion in another player's pool to
15 take magical items and artifacts from. The magical items and
Dark Sun artifacts are then redistributed to other champions in that
Rare player's pool.
Avatar. Two flying champions from any world must be
discarded to bring this avatar into play. All flying champion of Artifacts must be redistributed so as to be legally used (i.e.
this player are immune to cards that directly target flyers. worlds of champion and artifact must match).

Elemental Avatar of Water Corellon Larethian


471/500 477/500
Cleric Wizard
15 18
Dark Sun Advanced Dungeons and Dragons
Rare Rare
Avatar. A Dark Sun cleric of level 12 or higher must be Avatar. Elf. An elf champion of level 16 or higher must be
discarded to bring this avatar into play. Once per turn, this discarded to bring Corellon into play. Corellon is immune to
offensive wizard spells and rule cards have no effect against
elf champions of this player.

Quarta Edição - Página 190


Kanchelsis
Bahgtru 483/500
478/500 Wizard
Monster 16
14 Advanced Dungeons and Dragons
Advanced Dungeons and Dragons Rare
Rare Avatar. Undead, flyer, elf. An undead champion with a magical
Avatar. Orc. A hero level 13 or higher must be discarded to item or artifact must be discarded to bring Kanchelsis into play.
bring Bahgtru into play. All allies of this player gain a +4 bonus Each time Kanchelsis wins a round of combat, he can force
and are immune to offensive spells, blood abilities, and one attached card anywhere in play to be discarded (excluding
magical items. realms and champions).

Great Mother Ferrix


479/500 484/500
Monster Wizard
16 17
Advanced Dungeons and Dragons Advanced Dungeons and Dragons
Rare Rare
Avatar. Beholder. Another player's wizard must be defeated in Avatar. Weretiger. A monster champion of level 12 or higher
combat to bring the Great Mother into play (at the time of the must be discarded to bring Ferrix into play. In combat, Ferrix
victory). Once per turn, the Great Mother can surround one forces her opponent to discard one artifact or holding from their
pool in an antimagic shell that prevents all spellcasting. hand, pool, or formation, or else lose the round of combat.

During each phase 3, the Great Mother selects which pool Titania
cannot cast spells. This effect lasts until the player's next 485/500
phase 3. Wizard
Champions are only affected while they are in the pool. If a 20
champion enters battle, he may cast spells. Advanced Dungeons and Dragons
Rare
Annam Avatar. Three champions must be discarded to bring Titania
480/500 into play. This player can choose one type of champion at the
Cleric start of each of his turns that is immune harmful events and
16 offensive psionic power cards.
Advanced Dungeons and Dragons
Rare Verenestra
Avatar. Giant. A giant of level 14 or higher must be discarded 486/500
to bring Annam into play. At the start of this player's turn, Cleric
Annam can discard one card at random from another player 16
who has a hand of eight cards or more. Advanced Dungeons and Dragons
Rare
Remnis Avatar. A wizard immune to offensive spells must be discarded
481/500 to bring this avatar into play. Once per turn, Verenestra can
Monster negate a defensive spell. If discarded from play for any reason,
15 all cards with the words "immune" or "immunity"' on them are
Advanced Dungeons and Dragons likewise discarded.
Rare
Avatar. One or more flyers totaling 16 levels or more must be Verenestra's power to discard cards with immune or immunity
discarded to bring Remnis into play. At the end of each turn, on them extends to over 300 cards, including the dungeon
Remnis can fly into this player's discard pile and retrieve one cards Domain of Takhisis, Queen of Darkness, The Belly of the
non-champion card, eturning it to this player's hand. Beast, Pit of the Mind Lord, The Torture Room, and Return of
the Dwarven King.
Remnis is bluelined as a flyer.
Since Remnis' power is used at the end of the player's turn, it Midnight, Goddess of Magic
can return from Limbo and use its power in the same turn. 487/500
Remnis is a great addition to any deck, particularly in games Wizard
played with Enhanced (ten realm) victory conditions, since 15
these games last longer and it becomes more important to Forgotten Realms
recycle your best cards. Rare
Avatar. Two level 9+ wizards must be discarded to bring
Cegilune Midnight into play. While in play, all champions that use wizard
482/500 spells must ask her permission to cast them. She destroys all
Monster magical items held by the opposing champion.
17
Advanced Dungeons and Dragons This card is a boosted version of Midnight, Goddess of Magic
Rare (46/1st-3rd).
Avatar. Three magical items with a least a +3 bonus each (or For further information see SFRG 1, p. 112 and SFRG 2, p.
three elf champions) must be discarded to bring Cegilune into 127.
play. When attacking, she causes all magical items held by the
opposing player to be discarded. Iuz, Avatar of Evil
488/500
When Cegilune attacks, all magical items held in the Monster
opponent's hand are discarded. Magical items attached to 14
champions in the opponent's pool are not discarded. Greyhawk
Rare

Quarta Edição - Página 191


Avatar. Undead. 10+ levels of undead champions must be Played at the beginning of the player's turn, this card is not
discarded to bring Iuz into play. Iuz can cast wizard spells. discarded. It affects all players and remains in effect until any
Once per turn, this player may raze one of his realms to force other rule card is played.
an opponent to discard a razed realm or raze one unrazed No champion of base level 7 or greater (before magical items
realm. and other attached modifiers) may be involved in combat. All
Forgotten Realms champions and allies gain 1 level.
This card is a boosted version of Iuz the Evil (167/1st-3rd).
For further information see SFRG 1, p. 152 and SFRG 2, p. This card is a reprint of Time of Troubles (99/FR) with an
148. altered text, but the same special power.
For further information see SFRG 1, p. 357.
Card Combo: If a player with Iuz, the Avatar of Evil, razes one
of his own realms, Iuz can raze an opponent's realm, or The Power of Faith
discard an opponent's razed realm, once per turn. By razing 493/500
Mithas, which is automatically rebuilt, a player with Iuz can Rule Card
raze a realm each turn. Common
Played at the beginning of the player's turn, this card is not
Lolth, the Spider Avatar discarded. It affects all players and remains in effect until any
489/500 other rule card is played.
Monster All champions except clerics battle undead champions at half
21 their base level, and allies of less than +4 cannot be played
Greyhawk against undead champions by non-clerics.
Rare
Avatar. Elf (drow). Two drow champions must be discarded to Forbidden Knowledge
bring Lolth into play. Can use wizard and cleric spells and 494/500
psionic power cards. If Lolth is defeated, shuffle her back into Rule Card
the draw deck along with the drow used to summon her. Common
Played at the beginning of the player's turn, this card is not
This card is a boosted version of Lolth, the Spider Queen discarded. It affects all players and remains in effect until any
(166/1st-3rd). other rule card is played.
For further information see SFRG 1, p. 152. Only Ravenloft champions can cast offensive wizard spells.
Only Dark Sun champions can use psionic power cards. Only
Nobody Wins! AD&D champions can use unarmed combat cards. Only
490/500 Birthright champions can use offensive blood abilities.
Rule Card
Common Circle of Life
Played at the beginning of the player's turn, this card is not 495/500
discarded. It affects all players and remains in effect until any Rule Card
other rule card is played. Common
At the start of this player's turn, he may guess a type of card Played at the beginning of the player's turn, this card is not
(realm, holding, wizard, cleric spell, etc.) and flip over the top discarded. It affects all players and remains in effect until any
card of one player's draw pile. If he guessed correctly, the card other rule card is played.
is placed in the Abyss, otherwise it is discarded. The game cannot end by a player running out of cards. Any
time a player depletes his draw pile, he simply reshuffles his
Only the player of the card uses this rule card's power at the discards to form a new draw pile. Cards in the Abyss remain in
start of his turn. the Abyss.
While the subject of some controversy, the literal wording of
the card indicates that on an incorrect guess, the card is
Fair Fight!
discarded. Therefore, if an event is drawn and some other card
type was guessed, the event is discarded, which means it is 496/500
placed in the Abyss. Rule Card
Common
Played at the beginning of the player's turn, this card is not
Rule Lawyer's Delight
discarded. It affects all players and remains in effect until any
491/500 other rule card is played.
Rule Card All instant-kill cards lose their special powers, retaining only
Common their icon bonus. This includes all champions, allies, and
Played at the beginning of the player's turn, this card is not events that cause a particular type of champion to be
discarded. It affects all players and remains in effect until any discarded.
other rule card is played.
This rule card allows every player to have a rule card in play Only Instant Defeat cards that affect a particular type of
(this player may have one in addition to this one). Only the champion are negated by this rule card. For example, the
player who plays a rule card is affected by its powers. Living Wall, because it effects all champion types of level 6 or
The Ultimate Rule Card removes all rules from play. higher, retains its special powers. Cards like the event Water
Hunters (All undead in play are destroyed immediately.) do not
Rule cards played after the Rule Lawyer's Delight only affect function if Fair Fight! is in play.
the player of the card. Despite the wording of the first Only the card types indicated are affected by this rule card.
paragraph of text, subsequent rule cards do not replace this Other instant-kill cards work normally.
card. The only rule card that removes Rule Lawyer's Delight is
the Ultimate Rule Card. Rule Lawyer's Delight can also be
The Event Wheel
removed with Genie Bottle, Wish, or Ellorelloran.
497/500
Rule Card
Time of Troubles
Common
492/500 Played at the beginning of the player's turn, this card is not
Rule Card discarded. It affects all players and remains in effect until any
Common other rule card is played.

Quarta Edição - Página 192


Events that have a stated duration remain in effect. After two
events have been played, a third event forces the first event Caves of Mystery
played to be discarded. Events continue to cycle through, with 505/520
a third event always replacing the event that has been active Holding
the longest. Advanced Dungeons and Dragons
Chase
The Backwaters Can be attached to any realm. Attacking champions of base
498/500 level 9 or higher draw and discard a card, noting the last digit.
Rule Card If that number is 3 or less, they have underestimated the
Common danger and are discarded. This player draws spoils.
Played at the beginning of the player's turn, this card is not
discarded. It affects all players and remains in effect until any Card Combo (from Tim Barth, barth@twcny.rr.com): Play the
other rule card is played. holding Caves of Mystery on the Spiderfell. This allows all
At the end of this player's turn, razed realms in the C, D, or E attacking champions to have a chance at being discarded. If
position are discarded. Razed realms in the A or B position the player has also put A Sure Thing in play, the opponent's
remain in the formation. champion must be discarded.

Master the Magic The Living Earth


499/500 506/520
Rule Card Event
Common Chase
Played at the beginning of the player's turn, this card is not Until the end of this player's next turn, realm champions can
discarded. It affects all players and remains in effect until any attack opposing realms (regardless of position or restrictions)
other rule card is played. and use magical items and artifacts. If defeated in combat, the
Allies and psionic power cards cannot be played. Any such realm of the realm champion is discarded. Magical items and
cards already in play are discarded when this rule card is artifacts are discarded at the end of the event. (Helpful)
played.
If defeated in combat, the realm of the realm champion is
The Master Strategist discarded. Magical items and artifacts are discarded at the end
500/500 of the event. (Helpful)
Rule Card
Common The Painted Hills
Played at the beginning of the player's turn, this card is not 507/520
discarded. It affects all players and remains in effect until any Realm
other rule card is played. Dark Sun
Spells and blood abilities cannot be played. Any such cards Chase
already in play are discarded when this rule card is played. This realm's champion can be of any type, chosen each time it
is attacked. Unarmed combat cards cannot be used when
Flash Flood attacking this realm.
501/520
Event Ethereal Champion
Chase 508/520
All players' pools fill with water, negating the special powers of Hero
all magical items and artifacts attached to nonswimmers. Items 7
function normally in combat. This event lasts until negated. Advanved Dungeons and Dragons
(Harmful) Chase
Can cast wizard and cleric spells. Immune to all offensive
cards and opposing champions' special powers. All cards in
Netherese Symbol of Power this player's pool can be turned face down while the Ethereal
502/520 Champion is in play.
Wizard Spell
Chase Note that the Ethereal Champion is immune to opposing
Place face down beneath a realm until it is attacked. This champions' special powers. For there to be an opposing
realm's defenders get to use their special powers before that of champion, the Ethereal Champion must be in combat. The
the attacker. Discard after use. (Def/3/5) Ethereal Champion is therefore affected by other champions'
special powers when not in combat.
The Ethereal Champion (and Cyric) have the power to hide a
Rengarth Oracle
player's pool from other players. Cards in the pool are turned
503/520 face down so that other players won't know what champions
Cleric Spell are in the pool (or not know the specific location of a face-
Chase down champion who was in the pool before Ethereal
Look at the top six cards of your draw pile and arrange the Champion was brought into play).
cards in any order. When finished, send this card to the Abyss. If an opponent plays a card with a power that effects one of the
(Def/3/5) cards in the pool, the opponent chooses blindly from among
the possible targets.
Sea of Dust For example, an opponent targets the players pool with the
504/520 Wand of Telekinesis, which can only affect magical items. The
Realm opponent selects a card in the pool as the target. If the card is
Greyhawk not a magical item, another card is selected. If, however, a
Chase magical item is selected that is attached to a champion
Cannot be attacked by swimmers. If razed in combat, this immune to magical items, the power of the Wand is used with
player can raze any other realm in play. If razed or discarded no effect.
outside of combat, this player can cause one swimming As another example, when Agis attacks, he can psionically
champion anywhere in play to be discarded. destroy a monster in the defender's pool. The attacker selects

Quarta Edição - Página 193


a card to target with Agis' power. If he chooses a card other 514/520
than a monster, he chooses another card, since Agis' power Holding
has not been used. If he chooses a monster immune to psionic Advanced Dungeons and Dragons
powers, then Agis' power is wasted and no other cards can be Chase
selected. This holding can be attached to an existing realm for the +3
Because Wish is effective against any card type, the first card ally or it can be played directly into the pool as a realm during
selected as the target of Wish is discarded. If the card selected phase 2. While in the pool, it cannot be attacked through
is immune to Wish, such as through the power of the Winner's combat, nor does it count as a realm for victory conditions.
Cape, the Wish spell is wasted. No new targets can be While in play, champions of this player do not require a realm
selected. in their formation to remain in play.
If there are two pools with cards turned face down, players
must announce champions and artifacts played into the pools, The Crystal Dome
in order to follow the Rule of the Cosmos. 515/520
If the Ethereal Champion cannot use its power, for example if it Event
goes to Limbo, has cast Wish, or has been Trapped!, the pool Chase
is turned face up until the Champion can once again use its Cosmic rays cause crystals in the ground to grow, which in
power. turn surround this player's pool. His champions all age,
doubling their base levels until the end of this player's next
Cúpula BSW 2009: Ethereal não é Imune ao poder de turn. (Helpful)
campeões psiônicos quando no poço;
Towers of Menzoberranzan
Agis's Cairn
516/520
509/520 Holding
Holding Forgotten Realms
Dark Sun Chase
Chase If attached to Menzo, the realm cannot be razed or discarded
Defenders of the attached realm can choose to negate except through combat. If attached to another realm, that
defensive spells and defensive magical items for the duration realm is immune to attacks via the Underdark or by
of the battle. earthwalkers.

Throne of the Mountain God Mystic Passage


510/520 517/520
Artifact Psionic Power
Advanced Dungeons and Dragons Chase
Chase Play if about to lose a round of combat. You escape into the
Limbo becomes the Abyss and the Abyss becomes Limbo for corridor of your mind, returning to your pool defeated but not
as long as this card is in play. Nonevent cards normally sent to discarded. (Def/4)
Limbo are removed from play; nonevent cards normally sent to
the Abyss return at the end of that player's next turn.
Blingdenstone Symbol of Power
518/520
Between a Rock and a Hard Place
Cleric Spell
511/520 Chase
Event Place face down beneath a realm. If a Forgotten Realms
Play during the first round of a realm's defense as a defender. champion defends the attached realm, its base level is doubled
If this realm is razed or discarded in this battle, all razed and it is immune to offensive cards. (Def/3/5)
realms in play are also discarded. (Harmful)
Dragon's Eye Symbol of Power
Barbaric Allies
519/520
512/520 Wizard Spell
Ally Chase
Chase Place face down beneath a realm. If a realm in this player's
These allies can be played in combat regardless of cards that formation is targeted by a spell that could raze or destroy it,
prohibit allies from being played. If played during a successful discard the Dragon's Eye charm instead. (Def/3/5)
defense of a realm, one of the attacker's realms is razed
(chosen by the attacker).
The Winner's Cape
520/520Artifact - TSR
The Sylvan Pool
Chase
513/520 This mighty artifact is the Grand Prize in the 1996 World
Holding Championship at the GenCon Game Fair. All of this player's
Advanced Dungeons and Dragons champions are immune to offensive spells (including Wish)
Chase - Can be attached to any realm. Each time a realm or and the attached is also immune to harmful events. This
holding is removed from play, this player draws one card. artifact can be used by any champion.
This card's power is activated whenever a realm or holding is The Winner's Cape increases a champion's adjusted level by
removed from play, which includes being discarded, sent to the 10.
Abyss, or removed from the game. A razed realm that is Although this artifact can be attached to any champion, its
replaced in the formation is considered removed from play. world is unique (TSR) and it

Poor Man's Fort


cannot be included in any deck in a World War tournament.

Quarta Edição - Página 194


Barovia Verbrek
1/RL 8/RL
Realm Realm
Ravenloft 3
Uncommon Ravenloft
Defending champion can cast wizard spells and can discard Common
one enemy ally each round. Wolves are a +3 ally to defending champions.

Darkon Invidia
2/RL 9/RL
Realm Realm
Ravenloft Ravenloft
Rare Rare
In a victorious defense, a maximum of one ally remains with If razed in combat, draw two cards at random from attacker's
the realm card and becomes undead. hand and discard them.

Lamordia Nova Vaasa


3/RL 10/RL
Realm Realm
Ravenloft Ravenloft
Common Common
Coast
Dementlieu
Mordent 11/RL
4/RL Realm
Realm Ravenloft
Ravenloft Uncommon
Common Coast
Coast Defender can change the attacking champion to any other
champion in the attacker's pool.
Kartakass
5/RL The defender can change the attacking champion, but only
Realm once per round, and it must be done at the start of the round of
Ravenloft battle (i.e. after the attack is announced).
Common The new attacker selected must be capable of attacking. Thus
Werebeast champions and allies cannot attack this realm. a champion who has already been in combat cannot be
selected. Similarly, a champion that has recently cast Wish
Keening cannot be chosen. If Dementlieu is protected, the attacker can
only be switched to another champion capable of reaching the
6/RL
realm (e.g. flyer, swimmer, earthwalker).
Realm
If the original attacking champion was taken from the player's
Ravenloft Uncommon
hand, that champion returns to the hand. If the original attacker
Each round Keening is attacked, one living enemy ally is
has powers that can be invoked before combat begins (i.e.
discarded each round.
upon attack), those powers may still be used. For example,
Agis may still destroy a monster in a pool, even if the defender
Keening's power does not function against undead allies, but
forces Agis to be exchanged for another attacking champion.
any other ally can be affected. Keening's player may determine
If the original attacker is replaced, he can attack again later in
when to use the power. It may be used at any time during
the round.
battle to discard the ally of the defender's choice.
Keening's power works on allies, not just ally cards. Allies such
as those provided by Axe of the Dwarvish Lords and the Valachan
Triumvirate realms can be discarded by Keening's power. 12/RL
Realm
Tepest 5
Ravenloft
7/RL
Common
Realm
Can defend itself as a level 5 undead champion (vampire).
Ravenloft
Common
If razed in combat, look at top six cards of opponent's deck. Har'Akir
Place one at the bottom of his draw pile. 13/RL
Realm
The realm's power to place a card at the bottom of the draw Ravenloft
pile is used before Spoils of Victory is drawn. Common
Cleric spells lose 2 levels when attacking Har'Akir.

Ravenloft - Página 195


Souragne All champions can attack any realm regardless, of its position,
14/RL until the end of this player's next turn.
Realm
Ravenloft Harvest Moon
Common 24/RL
Event
Sri Raji Rare
15/RL Double the level of all werebeasts and undead until the end of
Realm this player's next turn.
Ravenloft
Uncommon Only champions with an unmodified level of 6 or All Hallow's Eve
higher can attack this realm. 25/RL
Event
Castle Ravenloft Common
16/RL All monster champions gain 3 levels until the end of this
Holding player's next turn.
Ravenloft
Rare Quirk of Fate
The attached realm and its defenders are immune to offensive 26/RL
spells. Event
Rare
Azalin's Graveyard All champions use the first digit of their card number for their
17/RL level until the end of this player's next turn.
Holding
6 Disrupted Magic
Ravenloft 27/RL
Rare Event
Can call upon a +6 zombie horde as an ally to defend the Common
attached realm for one round of battle. Champions that can cast wizard spells now cast only cleric
spells and vice versa, until the end of this player's next turn.
Kargat Mausoleum
18/RL Power of the Land
Holding 28/RL
4 Event
Ravenloft Uncommon
Common All champions gain 1 level for each Ravenloft realm and
The attached realm can defend itself as a level 4 undead holding in their player's control until the end of this player's
champion (vampire). next turn.

Paridon Spell Book of Drawmij


19/RL 29/RL
Holding Rule
Ravenloft Greyhawk
Uncommon Rare
If the attached realm is attacked, a doppelganger imitates any Victorious Greyhawk champions may keep one spell used that
one of the attacker's allies each round. round that they can cast normally when they return to the pool.
The spell is automatically cast again the next time that
Pharaoh's Rest champion fights. Any dispel magic card can be used to remove
20/RL the spell.
Holding
Ravenloft Common Card Combo (from Shadowlord's Spellfire Page): A Greyhawk
The power of the ancients subtracts 3 levels from champion champion in combat casts Wish on the opposing champion to
attacking the attached realm. win the round. Wish then remains with the champion and is
used again in that champion's next battle.
Mists
City States
21/RL
Event 30/RL
Common Rule
All players can rearrange their realms and holdings. Dark Sun
Rare
One Dark Sun holding can be counted as a realm for the
Dark Powers
purpose of victory conditions.
22/RL
Event
Islands of Terror
Uncommon
All players shuffle their discard piles and place on top of their 31/RL
decks. Rule
Ravenloft
Rare
Grand Conjunction
Play Ravenloft realms face down, but vertically. (Holdings are
23/RL still face up, as are other realms.) Reveal the realm only when
Event it is attacked. If one of his Ravenloft realms is razed, the player
Common can rearrange all his Ravenloft realms.

Ravenloft - Página 196


Eyes of the Undead All undead enemy allies with levels equal to or less than the
32/RL champion must be discarded. (Off/4)
Cleric spell
Common Imbue with Spell Ability
If an opponent has an undead champion or ally, player can 42/RL
look at the opponent's hand. (Def/4) Cleric spell
Common
Living Ward A cleric in a player's pool can cast this on any champion,
33/RL allowing him to cast cleric spells for this round. (Def/3)
Cleric spell
Uncommon Insect Plague
All of the opponent's living allies (not undead) in play are 43/RL
discarded. (Off/4) Cleric spell
5
Binding Curse Common
34/RL (Off/4)
Cleric spell
Common Plane Shift
If defeated, this champion can curse its opponent to lose 3 44/RL
levels until a dispel magic removes this card. (Off/4) Cleric spell
Rare
Conjure Grave Elemental Player can substitute any unrazed realm's power, but not its
35/RL attached holding, for this round. (Off/4)
Cleric spell
8 Heal
Rare 45/RL
Casting this spell creates a +8 ally for the duration of the Cleric spell
round. (Off/4) Rare
Player may retrieve any champion or ally from his discard pile
This spell creates an ally subject to all cards affecting allies. and return to his hand. (Def/3)
For example, Brine Dragon can swallow it and Shield of
Wickedness can cause it to change sides. The card is also Shadow Magic
subject to cards that affect spell s. It can be canceled with 46/RL
Dispel Magic, but is not affected by Spell Turning. Wizard spell
3
Animate Rock Common
36/RL (Off/4)
Cleric spell
6 Shades
Uncommon 47/RL
(Off/4) Wizard spell
4 Common
Word of Recall Casting this spell creates a +4 ally. (Def/4)
37/RL
Cleric spell Vampiric Touch
Common 48/RL
Pick one opposing ally card and discard it. (Off/4) Wizard spell
5
Glyph of Warding Common
38/RL Has no effect on undead champions. (Off/4)
Cleric spell
Common Hold Person
All opposing allies lose 1 level. (Off/4) 49/RL
Wizard spell
Call Lightning Rare
39/RL Reduces opposing champion's level to 0 for this round. (Off/4)
Cleric spell
4 Hold Person reduces the adjusted level at the time the spell is
Common cast to zero. Cards subsequently played by the opponent are
(Off/4) not affected.

Prayer Detect Magic


40/RL 50/RL
Cleric spell Wizard spell
Common Uncommon
This champion's allies all gain 2 levels. (Def/4) Opponent lays all spells and magical items in his hand face up
on the table for this round. (Off/4)
Turn Undead
41/RL Augment Undead
Cleric spell 51/RL
Uncommon Wizard spell
Common

Ravenloft - Página 197


Undead champions and allies gain 2 levels for this round. Blood Coin
(Def/4) 60/RL
Magical item
Strahd's Malefic Meld Common
52/RL If defeated, put card on opponent's champion. Opponent's
Wizard spell hand size is reduced by one until dispel magic is cast or the
Uncommon new owner is defeated. (Off)
Multiply the levels of the two weakest allies and add to the
total. If only one ally is present, it is now a 0. (Def/4) Staff of Mimicry
61/RL
This spell multiplies the levels of the two weakest allies. The Magical item
product is then added to the champions level. The original Uncommon
level of the allies is ignored. Once cast, the melded allies Imitates one magical item attached to any other champion this
cannot be changed. If another ally of lower level is played, it player's pool. (Def)
does not change the meld or the melded allies. However, the
allies may still be destroyed, as with Brine Dragon or caused to The Staff of Mimicry can duplicate the powers of one other
switch sides, as with Shield of Wickedness. If one ally is magical item in the player's pool. If the imitated item is
removed, the other becomes level 0.Playing another ally will discarded or otherwise removed from play, a different magical
not change the level. Only the original allies can be melded. item may be selected for the Staff of Mimicry to duplicate.
The meld can be canceled with Dispel Magic, in which case The Staff of Mimicry is considered an offensive magical item
the allies return to their original levels. Spell Turning has no when duplicating the powers of an offensive magical item.
effect. The Staff of Mimicry can be used to duplicate one of the most
powerful magical items, the Bell of Might, allowing the Staff to
Misty Summons duplicate events. However, an individual player can only
53/RL duplicate an event once. For example, the player may only
Wizard spell duplicate an opponent's Caravan once, using either the Bell or
Rare Staff of Mimicry, but not both on the same event.
From any pool, use a champion (level only) not immune to
spells as an ally. Win or lose, champion is returned to its pool. Soul Searcher Medallion
(Def/4) 62/RL
Magical item
Neverending Nightmare Common
54/RL Before combat, the player can look at one other player's hand.
Wizard spell If used, the attached champion cannot attack this turn. (Def)
+?
Common Ring of Reversion
Player adds 1 level to this champion for each realm and 63/RL
holding he has in play. (Def/4) Magical item
Uncommon
Chill Touch The opposing champion cannot use his power or cast spells.
55/RL (Off)
Wizard spell
3 The Ring of Reversion cancels all powers as shown in the box
Common on the opposing champion's card. This includes flying,
Does not affect undead monsters. (Off/4) swimming, earth-walking, and use of psionics. The Ring of
Reversion only negates a champion's power until the end of
Tarokka Deck the combat round. This includes powers that are triggered
56/RL upon defeat, such as the powers of Iuz the Evil (167/1st) and
Magical item Strahd von Zarovich.
Uncommon
When used in battle, the player may look at the top six cards of Amulet of the Beast
his opponent's deck and discard one. (Def/4) 64/RL
Magical item
Timepiece of Klorr Common
57/RL Used in combat, one enemy ally (except undead) is turned into
Magical item a werebeast, causing him to switch sides.
Rare
If victorious, this champion may make one extra attack on the Cat of Felkovic
same realm before being put in his pool. (Def) 65/RL
Magical item
Ring of Regeneration +?
58/RL Common
Magical item If victorious, champion keeps up to six ally cards face down
Uncommon with it. These are dead allies; however, champion gains 1 level
If this champion is defeated, he is returned to his pool at the for each card.
end of the player's next turn. (Def)
Apparatus
Sun Sword 66/RL
59/RL Artifact
Magical item Ravenloft
2 Rare
Common Player borrows any champion (level only) from any pool as an
The sword becomes +5 if the opposing champion is undead. ally. Win or lose, champion is returned to its pool.

Ravenloft - Página 198


Crown of Souls switched to another player's realm. The attack can only be
67/RL switched once and can only be switched at the time the card is
Artifact played. When the attackers move to another realm, the
Ravenloft defending champion returns to the pool and any allies or spells
Rare played during the round are discarded. The defender must
When used to attack, defender's realm power (but not attached choose a different champion to defend the new realm.
holding) is ignored.
Strahd Zombies
This magical item provides immunity to all realm powers. For 75/RL
example, when attacking or defending Nightmare Lands, a Ally
player whose champion has the Scarab of Protection plays 4
cards from the hand, not the Abyss. Common
Undead.
Holy Symbol of Ravenkind
68/RL Fiend
Artifact 76/RL
Ravenloft Ally
Uncommon 6
Opponent cannot use undead champions or allies, OR card Rare
can be discarded to force Strahd to be discarded permanently. Flyer. Opposing clerics lose 3 levels against this ally.

The Holy Symbol can be discarded to remove an opposing Spectre


Strahd, either Strahd Von Zarovich or Young Strahd. In either 77/RL
case, Strahd is sent to the Abyss. Ally
4
Tapestry of Dark Souls Uncommon
69/RL Flyer. Undead. All enemy champions and allies (except
Artifact undead) lose 1 level when opposing this ally.
Ravenloft
Uncommon Vistani
When used in combat, opponent can have only one ally. Any 78/RL
extras are discarded. Ally
1
Fang of the Nosferatu Common
70/RL If opposing champion is victorious, he loses his power until
Artifact dispel magic is cast on him. Keep this card with the champion.
Ravenloft
Rare Loup-Garou
Attached champion can substitute the powers of any champion 79/RL
from any pool other than its own. Ally
2
Kargat Vampire Uncommon
71/RL Werebeast. Opposing champion is automatically defeated
Ally unless he has or can play a magical item.
5
Common Flyer. Undead. Becomes +7 if defending a realm with Loup-Garou is a powerful ally, despite its low level bonus.
a mausoleum or graveyard holding. When played, the opposing champion must have, or
immediately play, a magical item. Loup-Garou's power can be
Wolf Pack avoided if the opponent plays Airship, which functions as a
72/RL counter-effect for allies, or has a card that destroys allies, such
Ally as the 1st edition Brine Dragon or Ankheg, provided that the
4 card is in play before the Loup-Garou is played and that its
Common power has not already been used. Likewise, if your opponent
has the Stone Giant in his pool, its power to destroy an ally can
be activated before Loup-Garou's power.
Flesh Golem
Loup-Garou can be used in many nasty combinations. The set
73/RL of combinations known as Peek's Loup-Garou Two-Step calls
Ally for playing a card that destroys magical items prior to playing
5 the Loup-Garou. These magical item-destroying cards include
Uncommon the champions Midnight, Goddess of Magic, Kiara, Captain
Rips magical items from its opponent, who must discard all Kazhal, Harkon Lukas; events Wind of Disenchantment, Sky
attached magical items. Singers, Fast Talking!; and the realm Icewind Dale.
Flesh Golem is an excellent card to use with the Loup-Garou in
Ghost Ship combat, since it destroys magical items. If the Flesh Golem is
74/RL played first, the opponent may still play a magical item to
Ally satisfy the Loup-Garou, but is discarded immediately after
1 being played.
Rare Playing Loup-Garou can backfire if the opponent plays a
Champion and allies become flyers. When attacking, can magical item that causes the Loup-Garou to switch sides, such
switch attack to a different realm. as Shield of Wickedness or Amulet of the Beast.

The Ghost Ship allows a player to switch his attack to another Card Combo (from zuse2@webtv.net): In battle, cast ESP,
realm when it is played. Because it makes the champion and which requires that the cards played into battle by the
allies flyers, any realm can be attacked. The attack can also be opponent are played face down. If the player guesses the card

Ravenloft - Página 199


type, it is discarded. After ESP is in play, play a card that If facing Strahd, he returns to his pool; that player must select
requires the opponent to play a certain type of card, such as another champion or lose the battle.
Melt Bone (requires the opponent play an ally), Loup-Garou
(opponent must have or play a magical item), Ki-Rin (opponent Dr. Rudolph Van Richten
must have or play an ally). These cards make it rather easy to 86/RL
guess the next card to be played, ensuring it will be discarded Hero
and the opponent will be defeated. 3
Ravenloft
Werebat Common
80/RL Opponent must lay his hand face up for this round. Level 6 vs.
Ally any Ravenloft champion.
3
Common Harkon Lukas
Flyer. Werebeast. 87/RL
Monster
Mysterious Stranger 5
81/RL Ravenloft
Hero Uncommon
3 Werebeast. When in combat, he picks one magical item,
Ravenloft artifact, spell or ally of the opponent to be discarded.
Common
One card from the player's hand is kept hidden under this one. Headless Horseman
Use it in his next battle, then hide a new card. 88/RL
Monster
If the Mysterious Stranger attacks, the card hidden under him 4
activates before the defender's power. Any card can be hidden Ravenloft
under the Mysterious Stranger, but only combat cards may be Rare
used during battle.The new card to be hidden underneath the Undead
stranger must always come from your hand. You are never Flyer. If attacking, it can choose to automatically win the round,
forced to place a card underneath it. You can play non-combat but card must then be discarded.
cards, such as holdings, under it, but they are immediately
discarded when the stranger is used in combat. If the stranger The Headless Horseman may use his power at any time during
is used to attack, the card hidden with him is activated before the round of combat.
any card of your opponent Therefore it gets to use its power
first. For example, if a Flesh Golem is hidden under the
Arijani
stranger and your opponent defends with a champion that
already has the Net of Entrapment (217/lst) attached, the 89/RL
golem rips away the net first. Monster
6
Ravenloft
Azalin
Uncommon
82/RL When attacking, picks which champion from his opponent's
Monster pool will face him.
8
Ravenloft Arijani's power activates as soon as he attacks. The attacking
Rare player selects the defender.
Undead. Casts wizard spells. If victorious in battle, takes one
ally with him into the pool.
Wilfred Godefroy
90/RL
Adam
Monster
83/RL 4
Monster Ravenloft
7 Common
Ravenloft Undead. Flyer. Any undead allies gain 2 levels.
Rare
Immune to offensive spells and magical items.
Tiyet
Adam is incorrectly bluelined as undead in Spellfire Reference
Guide Volume I. 91/RL
Monster
5
Ankhtepot
Ravenloft
84/RL Common
Monster Undead. Casts cleric spells.
7
Ravenloft
Sir Hiregaard
Uncommon
Undead. Casts cleric spells. Ignores the effects of opposing 92/RL
holdings. Hero
2
Ravenloft
Ireena Kolyana
Common
85/RL When defending, he turns into a level 6 monster.
Hero
3
Gabrielle Aderre
Ravenloft
Common Level 5 vs. undead. 93/RL
Wizard 3

Ravenloft - Página 200


Ravenloft Sergei Von Zarovich
Common 98/RL
If defeated, looks at opponent's hand and places one card on Hero
the bottom of that player's draw pile. 6
Ravenloft
Hags of Tepest Common
94/RL Undead. Sergei is immune to all event cards, even beneficial
Monster ones.
4
Ravenloft Lord Soth
Common 99/RL
Cast wizard spells. When in combat, player can take one Monster
wizard spell from his deck and play it. Reshuffle the deck. 7
Ravenloft
The spell selected using the Hags special power must be Rare
legally castable during phase 4. Undead
Immune to offensive wizard spells. Opposing DRAGONLANCE
Sir Edmund Bloodsworth champions cannot use their powers.
95/RL
Monster Strahd Von Zarovich
2 100/RL
Ravenloft Monster
Common 9
Doppelganger. Imitates the level or power of his opponent, but Ravenloft
not both. Uses power second (after opponent). Rare
Flyer. Undead. Casts wizard spells. If defeated in combat and
High Master Illithid no other Strahd is in play, her returns to his pool at the end of
96/RL the player's next turn.
Monster
8 If a Strahd is defeated in battle he is put in limbo. Strahd then
Ravenloft returns to the player's pool at the end of the player's next turn.
Uncommon If at that time Strahd cannot return to the pool for any reason
Can look at opponent's hand after declaring which realm he is (such as the Rule of the Cosmos), he is discarded. Strahd's
attacking. special power only activates upon defeat. If he wins the battle,
Dr. Mordenheim but is discarded for another reason, such as the playing of Pit
97/RL Trap! or Aurak Draconians, Strahd is discarded.
Hero
1
Ravenloft
Common
Can use one ally from his discard deck.

Ravenloft - Página 201


Mithas Common
1/DLRealm Coast
Dragonlance Any Dragonlance champion defending Sancrist gains 2 levels.
Rare
Coast Cristyne
If Mithas is razed, it is automatically rebuilt at the beginning of 8/DL
its player's next turn. If Mithas is attacked a second time while Realm
it is razed, it is discarded. Dragonlance
Common
Mithas must be razed a second time, not just attacked, for it to Coast
be discarded.
The rebuilding of Mithas is in addition to playing or rebuilding a Northern Ergoth
realm normally in phase 1.
9/DL
Realm
Card Combo: If a player with Iuz, the Avatar of Evil, razes one
Dragonlance
of his own realms, Iuz can raze an opponent's realm, or
Common
discard an opponent's razed realm, once per turn. By razing
Any cleric defending Northern Ergoth gains 3 levels.
Mithas, which is automatically rebuilt, a player with Iuz can
raze a realm each turn.
Southern Ergoth
Nordmar 10/DL
Realm
2/DL
Dragonlance
Realm
Uncommon
Dragonlance
Coast
Common
Any elf (champion or ally) attacking Southern Ergoth loses 2
Coast
levels.
Plains of Dust
Silvanesti
11/DL
3/DL
Realm
Realm
Dragonlance
Dragonlance
Uncommon
Common
Any champion attacking the Plains of Dust loses 2 levels.
Coast
Any elf (champion or ally) defending Silvanesti gains 2 levels.
Spine of Taladas
Goodland 12/DL
Realm
4/DL
Dragonlance
Realm
Uncommon
Dragonlance
Coast
Uncommon
This realm can only be attacked by flyers or swimmers.
Coast
Any kender or gnome (champion or ally) defending Goodland
gains 2 levels. Isle of Selasia
13/DL
Khur Realm
Dragonlance
5/DL
Uncommon
Realm
Coast
4
This realm can only be attacked flyers or swimmers.
Dragonlance
Common
Coast Thorin
Khur can defend itself as a level 4 hero. 14/DL
Realm
Solamnia Dragonlance
Common
6/DL
Any dwarf (champion or ally) defending Thorin gains 2 levels;
Realm
any dwarf attacking loses 2 levels.
Dragonlance
Rare
If Solamnia is razed, the attacker must discard his hand Reorxcrown Mountains
(including his victory card, if not playable), shuffle his discard 15/DL
pile into his deck, and draw a new hand of 5 cards. Realm
Sancrist Dragonlance
Rare
7/DL
This realm can only be attacked by flyers or dwarves and is
Realm
immune to offensive wizard spells.
Dragonlance

Dragonlance - Página 202


Tower of Wayreth Kaz, the Minotaur
16/DL 25/DL
Holding Monster
Dragonlance 4
Rare Dragonlance
The attached realm cannot be attacked by wizards. At the Common
beginning of this player's turn, this holding must shift to
another realm or be discarded. Crysania
26/DL
Lost Citadel, The Cleric
17/DL 6
Holding Dragonlance
Dragonlance Common
Rare
Any wizard defending the attached realm gains 2 levels; any Maquesta Kar-Thon
wizard attacking loses 2 levels. 27/DL
Hero
Shoikan Grove 3
18/DL Dragonlance
Holding Rare
Dragonlance Elf
Common Maquesta gains 4 levels when attacking a realm that has a
Only flyers or earth-walkers can attack the attached realm. coast.

Inn of the Last Home Ladonna, Black Robes


19/DL 28/DL
Holding Wizard
Dragonlance 3
Common Dragonlance
The attached realm cannot be attacked by dragons. Uncommon
Ladonna is level 7 if she is played from 6PM to midnight. If the
Altar of Mishakal Moon Nuitari Waxes event card is in play, all spells cast by her
20/DL gain 2 levels.
Holding
Dragonlance Justinian, Red Robes
Uncommon 29/DL
Any dwarf (champion or ally) who is defeated while defending Wizard
or attacking the attached realm is not discarded but reshuffled 4
into its deck. Dragonlance
Uncommon
Skie, Blue Dragon Justinian is level 8 if played from 6 PM to dawn. If the Moon
21/DL Lunitari Waxes event card is in play, all spells cast by him gain
Monster 2 levels.
6
Dragonlance Dargent, Silver Drag
Common 30/DL
Flyer. The first ally played with Skie is treated as a flyer. Monster
8
Governor E. Flowston Dragonlance
22/DL Rare
Cleric Flyer. Can cast wizard and cleric spells.
5
Dragonlance Raistlin Majere, Wizard of the Black Robes
Common 31/DL
Dwarf. Wizard
7
Tika Waylan Majere Dragonlance
23/DL Rare
Hero Raistlin gains 2 levels if played from 7 PM to 2 AM; he gains 4
5 levels if played against Caramon. If the Moon Nuitari Waxes
Dragonlance event card is in play, his spells gain 2 levels.
Common
If defending a realm that has the holding Inn of the Last Home Fizban the Fabulous
attached to it, Tika gains 3 levels. 32/DL
Wizard
Lord Gunthar, Solamnic Knight 9
24/DL Dragonlance
Hero Rare
5 Fizban can also cast cleric spells. He can only defend, never
Dragonlance attack. All spells cast by him are at the level of the card's last
Uncommon digit.
If used to defend a realm, Lord Gunthar gains 2 levels.

Dragonlance - Página 203


Takhisis, Queen Dark Phudge, the Great Highbulp
33/DL 40/DL
Monster Hero
8 2
Dragonlance Dragonlance
Rare Common
Takhisis can cast wizard spells if she is played from 6 pm to Dwarf. Because attacking champions always underestimate
dawn. She can only attack, never defend. Phudge, they lose 2 levels if he defends a Dragonlance realm.

Par-Salian, Wizard of the White Robes Gully Dwarves


34/DL 41/DL
Wizard Ally
6 2
Dragonlance Common
Uncommon Become +5 if allied with any dwarf champion.
Par-Salian is level 10 if played from dawn to 6 PM. If the Moon
Solinari Waxes event card is in play, all spells cast by him gain Night of the Eye
2 levels. 42/DL
Rule
Pyrite, the Ancient Gold Dragon Dragonlance
35/DL Rare
Monster Up to three Dragonlance event cards remain in effect at any
7 given time. If a fourth Dragonlance event card is played, that
Dragonlance player chooses which Dragonlance event it replaces.
Uncommon
Flyer. Can cast wizard and cleric spells. Krynn Minotaurs
43/DL
Tanis Half-Elven Ally
36/DL 3
Hero Uncommon
6 Become +9 if allied with Kaz the Minotaur. Can be kept in the
Dragonlance player's pool with Kaz until used in battle; discard after use.
Common
Tanis gains 3 levels if defending a Dragonlance realm. He is Solamnic Knights
not subject to adjustments applied to elves. 44/DL
Ally
Flint Fireforge 3
37/DL Common
Hero Become +4 if used to defend a Dragonlance realm. Become
3 +5 if allied with Lord Gunthar.
Dragonlance
Common If Solamnic Knights defend a Dragonlance realm their level
Dwarf. Flint has the earth-walking ability, letting him strike at bonus becomes +4. If attached to the champion Lord Gunthar,
any realm. the level bonus becomes +5. If attached to Lord Gunthar while
defending a Dragonlance realm, the level bonus is +5.
Caramon Majere If, after being played with Lord Gunthar or in defense of a
38/DL Dragonlance realm, the Solamnic Knights are forced to switch
Hero sides, the card's level bonus returns to +3.
7
Dragonlance Brine Dragon
Rare 45/DL
Caramon can inspire allies, adding +3 to a single ally or adding Ally
+1 to all his allies. Must decide when first ally is played. 6
Rare
Tasslehoff Burrfoot Swimmer. One enemy ally (this player's choice) is swallowed
39/DL by the brine dragon, instantly defeated.
Hero Kagonesti Elves
3 46/DL
Dragonlance Ally
Common 5
Kender. Each turn, Tasslehoff can either retrieve any magical Common
item from the player's discard pile or rearrange the magical Wild elves.
items held by heroes in his pool.
Dimernesti Elves
Tasslehoff's power can be used once per turn and is used in 47/DL
phase 3. The Spellfire Reference Guide Volume I incorrectly Ally
states that recovered magical items can be returned to the 3
hand. However, recovered magical items can only be attached Common
to Tasslehoff. On the players next turn, a magical item Swimmer. Sea elves. If this player's champion is a swimmer,
attached to Tasslehoff can be transferred to another hero in the elves can switch the attack to any other coastal realm.
the player's pool. Nonswimming attacking allies are discarded.
Note that Tasslehoff only can rearrange magical items among
heroes.

Dragonlance - Página 204


Sivak Draconians Blamblower
48/DL 56/DL
Ally Magical item
4 Common
Common This gnomish invention explodes after one use and is
Can be a +4 ally or can assume the level and ability of a single discarded. It sends at least 6 levels of enemy champions and
opposing ally. allies (opponent's choice) to the discard pile.

If the Sivak Draconians choose to assume the ability of an Blamblower is often an instant win, since the requirement to
opposing ally, the Draconians' use of that power is secondary discard at least 6 levels will usually mean that the opposing
to the ally being imitated. champion must be discarded. If no allies are attached to a
champion, the Blamblower can instantly defeat that champion
Kapak Draconians unless it is immune to magical items.
49/DL When the Blamblower is used, at least six levels of your
Ally opponent's champions and allies are immediately discarded
4 from the battle. Only ally and champion levels are counted; an
Uncommon opponent's magical items, artifacts, and spells do not adjust
Become +5 if played from dawn to 6 PM. Kapaks turn to acid if the champion's level (though events do). If you play the
defeated, destroying any player's lead holding. Blamblower against a level 4 champion with a +5 ally attached,
both are discarded, because otherwise, the total levels would
be less than six. If your opponent has one ally of level six or
Aurak Draconians
better, discarding it satisfics the card's conditions.
50/DL The Blamblower does not work against champions below level
Ally 6, discarding them.
4
Uncommon
Irongnome
When played, this player can look at the top three cards in any
opponent's deck. Auraks explode if defeated, sending the 57/DL
opposing champion to its discard pile. Magical item
Uncommon
A champion wearing this ignores attacks from all magical
Dragonlance
weapons. (Def)
51/DL
Artifact
Bupu's Emerald
3
Dragonlance 58/DL
Uncommon Magical item
Usable only by heroes, the Dragonlance is +7 vs. dragon 7
champions. Common
Usable only by dwarves, gnomes, kender, and halflings, the
emerald works only against monsters. (Def)
Staff of the Magius
52/DL
Inflatable Flotilla
Artifact
5 59/DL
Dragonlance Magical item
Uncommon Common
Usable only by wizards. This gnomish invention cannot be used the turn it is first
played. A champion and all allies can attack a coastal realm,
each gaining 2 levels. They are treated as swimmers. No effect
Shield of Huma
on landbound realms. (Off)
53/DL
Artifact
Brooch of Imog
Dragonlance
Common 60/DL
The attached champion must be defeated twice when Magical item
defending before being discarded. Dragon champions lose 3 Uncommon
levels if attacking this champion. Usable only by wizards, the brooch creates a shield
surrounding the champion, allowing him to ignore the effect of
one spell per battle. (Def)
Nightjewel, The
54/DL
Solamnic Armor
Artifact
Dragonlance 61/DL
Common Magical item
The attached champion can ignore the effects of up to three Rare
spells per battle if played from 6 PM to dawn or two spells if All attacking champions and allies are lowered in level by 1 or
from dawn to 6 PM. by 3 if the armor is worn by Lord Gunthar. (Def)

Only offensive spells may be ignored. Dalamar's Ring Healing


62/DL
Hammer of Kharas Magical item
55/DL Rare
Artifact At the end of every other turn, the player can bring one wizard
5 from the discard pile and place that card on top of his draw
Dragonlance pile. (Def)
Common
The hammer is +7 if wielded by a dwarf.

Dragonlance - Página 205


Wand of Telekinesis Moonlight Madness
63/DL 72/DL
Magical item Wizard spell
Rare Common
Each turn, this player can send one of his opponent's magical If played from 6 PM to dawn, this spell reduces an opponent's
items to the discard pile. champions and allies by 2 levels for one battle. (Off/3)

The Wand is used during phase 3 of each of the owning Switch


player's turns, or, if it has not already been used, during 73/DL
combat involving the champion bearing the wand. Wizard spell
Common
Flute Wind Dancing When attacking, this player can switch his champion with
64/DL another champion form either his pool or his discard pile.
Magical item (Off/4)
Uncommon
Creates a strong force of wind, keeping at least 6 levels of The card incorrectly indicates it is an offensive spell. This spell
allies (opponent's choice) out of a battle. (Off) is considered blueline defensive, since it does not affect the
opposing champion.
Dagger of Night When used, all cards already played in this round and all
65/DL attached magical items and artifacts become attached to the
Magical item new champion. If an artifact cannot be attached to the new
2 champion, it is discarded. Artifacts and magical items remain
Rare with the new champion after the battle. The switch can be
The dagger is +4 if played from 6 PM to dawn. It gains an made with any champion, even a champion that has already
additional +1 for each Moon Waxes event card in play. (Off) participated in the current battle. If the new champion was
previously in the discard pile, the old champion goes to the
discard pile.
Time Shift: Night into Day
Switch cannot be used to retrieve an Avatar from the discard
66/DL pile without meeting the requirements for bringing the Avatar
Wizard spell into play.
Rare
If played 6 PM to dawn, it is now considered day. This spell
Recall
reverses the effect of a day into night card. Remains in effect
until countered or dispelled. (Def/3) 74/DL
Wizard spell
Uncommon
Time Shift: Day into Night
All spells in this player's discard pile are returned to his deck
67/DL and reshuffled. (Def/3/5)
Wizard Spell
Rare When Recall is cast, all spells in the discard pile, but not Recall
If played dawn to 6 PM, it is now considered night. This spell itself, are shuffled back into the draw deck.
reverses the effect of a night into day card. Remains in effect
until countered or dispelled. (Def/3)
Tenser's Transformation
75/DL
Antimagic Barrier
Wizard spell
68/DL Uncommon
Wizard spell The wizard who casts this becomes a level 9 hero for one
Uncommon round. He can still cast wizard spells. (Off/3)
Champion can ignore all spells and magical items used by an
opponent for one round of battle. (Def/4) If Midnight is in play, a wizard who wishes to cast this spell
must ask her permission to cast it. However, once the spell is
Unnerving Aura cast, the wizard (now a hero) no longer needs to ask
69/DL permission to cast additional spells.
Wizard spell
Common Charm Monster
An opponent's champion loses its nerve in battle. It must return 76/DL
to its pool and is considered defeated. (Off/4) Wizard spell
Common
Strength From 1 to 6 levels of an opponent's allies join this player's side
70/DL (caster's choice) (Off/3)
Wizard spell
4 Despite the card's wording, this spell is cast in phase 4, not
Common phase 3.
Elf
(Off/4) Fire Rain
77/DL
While the card indicates Strength is an offensive spell, it is Wizard spell
bluelined as defensive. Common
All flyers (champions and allies) lose 2 levels. (Off/4)
Steel
71/DL Stone Water
Wizard spell 78/DL
Common Wizard spell
Adds +2 to all magic swords, axes, spears, and hammers on Common
this player's side for all battles played in a single turn. (Off/3)

Dragonlance - Página 206


Swimmers are held in place, preventing them from attacking or Despair
defending.(Off/3) 86/DL
Cleric spell
Protection From Draconians Common
79/DL The allies of an opponent falter and do not fight this round. Any
Cleric spell in battle return to their player's hand. (Off/4)
Common
Champion is +2 against draconians and is immune to their Return
effects when defeated. (Off/4) 87/DL
Cleric spell
Mishakal's Insistence Common
80/DL This player's allies and magical items currently under the
Cleric spell control of an opponent return to their original deck and are
Rare reshuffled. (Def/5)
All champion immune to spells and magical items are now
vulnerable for this player's turn. (Def/3) Despite the wording of the card, it is cast in phase 4, not phase
5.
Divine Intervention
81/DL Hazy Image
Cleric spell 88/DL
Rare Cleric spell
This player can retrieve one champion and one ally from his Common
discard pile, which must be put into his hand. (Def/5) This player can withdraw his champion or one ally from a battle
and return it to the top of his draw pile. He loses the round.
Card Combo (from Desafio aos Corajosos 2013): Jerome (Def/4)
Kasinskaia (8/IQBR)’s special powers can be used to retrieve
Ward of Freedom (411/4th ed) and Divine Intervention from the Peace
discard pile to this player’s hand, allowing him to use Gib Kcir 89/DL
(16/RR chase)’s special powers many times during a match! Cleric spell
Common
Summon Griffon The attacking force has a change of heart. That force's
82/DL magical items and spells are discarded. Champions and allies
Cleric spell return to the opponent's pool or hand. (Off/4)
3
Common Double Trouble
One champion and up to two allies can fly for one round. 90/DL
(Def/3/4) Cleric spell
Common
Reflection Select a spell or magical item and double its effectiveness for
83/DL one round. (Off/3)
Cleric spell
Uncommon Double Trouble doubles the effectiveness of a spell or magical
All spells cast at this champion by an opponent are directed item, but not the number of targets. For example, if Death Spell
back at that opponent or at any other champion (this player's (Kills any one champion or ally of the caster's choosing of level
choice). (Def/4) 7 or less) is doubled, one champion of level 14 or less is killed.
Double Trouble can be cast in phase 3 to double the effect of a
Like Dispel Magic, Reflection can be cast at any time. If cast in magical item to be used in phase 4 (combat).
battle, it remains in effect for the round. Reflection affects
offensive spells. Mishakal Intervenes
91/DL
Earth Walking Event
84/DL Common
Cleric spell One Dragonlance champion or ally in each player's discard
Common pile is returned to the top of its respective deck.
A champion and two allies gain the ability to move through the
earth, attacking any realm. (Def/3) Habbakuk Interferes
92/DL
Borrow Event
85/DL Uncommon
Cleric spell The god of animal life and the seas is watching. Until the
Common player's next turn, no coastal realm can be attacked.
Select an opponent's magical item to use with any champion
this round. Return the item to the original player after use. Kiri Jolith Arrives
(Def/3) 93/DL
Event
The item returns to the original player's hand after phase 4 of Uncommon
your turn. It does not have to be used in battle. The Spellfire The war god has taken an interest in the affairs of men. All
Reference Guide incorrectly states that the item is discarded if nonspellcasting champions gain 3 levels until this player's next
the player's champion is defeated (discarded). As the card turn.
indicates, it is returned to the original player after use (battle).

Dragonlance - Página 207


Reorx Walks the Land 3
94/DL The sword is a +6 weapon if the Axe of the Brotherhood is in
Event play anywhere. (Off)
Common
All dwarves, gnomes, and kender (champions and allies) gain Knights of the Crown
2 levels until the end of this player's turn. 4/DL
Chase
Morgian Strikes Hero
95/DL 3
Event Dragonlance
Common Becomes a level 8 hero when fighting a monster; immune to
Only Dragonlance allies may be played until this player's next offensive spells cast by monsters.
turn.
Knights of the Sword
Zeboim enraged 5/DL
96/DL Chase
Event Hero
Common 4
Zeboim lends her might to all champions and allies attacking a Dragonlance
coastal realm. These attackers gain 1 level until this player's Becomes a level 9 hero when fighting a wizard immune to
next turn. offensive wizard spells.

Bronze Dragons Knights of the Rose


97/DL 6/DL
Event Chase
Rare Hero
A force of bronze dragons rallies to this player's side, 6
preventing all attacks against his realms until his next turn. Dragonlance
Becomes a level 10 hero when fighting a monster; immune to
If Bronze Dragons is played after an attacker has come offensive magical items.
forward, the attacker returns to his pool.
Shield of Huma
Moon Solinari Waxes 7/DL
98/DL Chase
Event Magical item
Rare 3
All wizards gain 1 level until this player's next turn; wizards of Plus 2 additional levels when fighting a monster; immune to
the white robe gain 3 levels. offensive spells cast by monsters. (Def)

Moon Lunitari Waxes Crossed Blades


99/DL 8/DL
Event Chase
Rare Event
All wizards gain 1 level until this player's next turn; wizards of Only heroes can attack or defend until the end of this event
the red robe gain 3 levels. player's next turn.

Card Combo (from Desafio aos Corajosos 2011): If Event


Moon Nuitari Waxes
Wheel (497/4th ed) is in play, you can prolong the duration of
100/DL Crossed Blades indefinitely. It’s a good way to obtain free
Event spoils of victory, specially if you use a lot of champions that are
Rare immune to harmful events.
All wizards gain 1 level until this player's next turn; wizards of
the black robe gain 3 levels.
Spirit of the Que-Shu
9/DL
Call to Arms!
Chase
1/DL Event
Chase Defending Dragonlance champions gain 5 levels and can cast
Event clerical spells until the end of this event player's next turn.
All allies of Dragonlance champions gain 3 levels until the end
Skull of Fistandantilus
of this event player's next turn.
10/DL
Chase
Axe of Brotherhood
Artifact
2/DL 4
Chase Dragonlance
Magical item Attached champion can cast wizard spells and doubles the
2 level (number in icon) of spells he casts. Only a wizard or
The axe is a +6 weapon if the Sword of Friendship is in play monster can be played in defense against the skull.
anywhere. (Off)
Card Combo: If the Skull of Fistandantilus (only wizards or
Sword of Friendship monsters can defend) is combined with the Sword and Helm of
3/DL Garion (only psionicists, clerics, and heroes can defend), only
Chase champions with immunities to artifacts and magical items can
Magical item defend.

Dragonlance - Página 208


Takhisis's Mirror and Staff
11/DL Because this is a defensive magical item, only Alicia (18/1st
Chase Chase) is immune to the Helmet of Power.
Magical item
2 Tower of High Sorcerer
Plus 2 additional levels if attached to a monster. (Off) 19/DL
Chase
Takhisis's Mirror and Sword Rule
12/DL Dragonlance
Chase Chase
Artifact All wizards gain 4 levels.
1
Dragonlance Blessing of the Gods
The opponent's unmodified level (printed on the card) is halved 20/DL
and rounded down. Chase
Rule
Takhisis's Abyssal Gateway Dragonlance
13/DL The gods grant that all undead opposing clerics are instantly
Chase destroyed.
Wizard spell
Forces any one champion in a pool to the abyss (champion is Age of Dreams
removed from game). (Off/3) 21/DL
Chase
Takhisis's Mirror of Life Trapping Rule
14/DL Dragonlance
Chase All monsters are immune to defensive spells and walls.
Event
Place this on any champion. That card is out of play until dispel Golden Age, The
magic is cast on it. 22/DL
Chase
A Trapped champion is considered to be in Limbo until the Rule
event is dispelled. Dragonlance
If the Mirror is played on an attacking champion before a Chase
defender is chosen, the attacking player can choose another Heroes who draw spoils of war draw two cards; the first can be
champion with which to attack. treated normally, the second can only be held or discarded.

Takhisis's Mirror of Underworld Minions Haste Spell


15/DL 23/DL
Chase Chase
Ally Wizard spell
2 For one round the champion's original level (printed on card) is
The attached champion wins a round automatically if any of doubled. (Def/4)
the opposing force is undead.
Flute Wind of Dancing
Takhisis's Mirror of Revenge! 24/DL
16/DL Chase
Chase Magical item
Magical item 1
Chase The attached champion and all allies become swimmers able
When the attached champion loses a round, the mirror is to attack any realm with a visible coastline, regardless of the
broken and this card becomes a level 6 monster in the owner's realm's position in the formation. (Def).
pool. (Def)
Medallion of Faith
Takhisis's Mirror of the Abyssal Warlord 25/DL
17/DL Chase
Chase Artifact
Monster6 Dragonlance
Dragonlance The attached champion can cast cleric spells. The player
Level 10 vs. any Dragonlance champion or allies. draws one extra card per turn and increases maximum hand
size by 1.
Takhisis's Helmet of Power
18/DL Cúpula BSW 2021: A carta extra deve ser comprada apenas
Chase no turno seguinte ao em que essas cartas forem jogadas.
Magical item
Chase
No card has immunity to anything when this mirror is in play.

Dragonlance - Página 209


Tarrasque Caer Allison may be played on a razed realm, in which case
1/FR the razed realm is discarded. Caer Allison may be played in
Event
Uncommon this fashion into an opponent's formation, resulting in a razed
Play on a realm. The victim may discard his pool to discard the realm being discarded. Caer Allison remains in the opponent's
tarrasque. If he discards nothing, the realm is razed and he formation until the end of the event player's next turn.
plays the event on another player's realm, continuing this
cycle. (Discard if no realms remain.) Curse of Azure Bonds
4/FR
If no player's have an unrazed realm, the Tarrasque is Event
discarded. If the Tarrasque is played on the realm of a player Rare
without a pool, the realm is razed and he can play the event on Control any one enemy champion until the end of your next
another player's realm. turn, treating it as a champion from your own pool. Return it to
If a player Calms the Tarrasque, the Tarrasque is discarded. It the owning player's pool or discard pile, as appropriate.
cannot be Calmed and then played on another player.
When played on another player's champion, a player takes
Black Bess total control of that champion. This event must be played on a
2/FR champion in a pool. When another champion is controlled, all
Event attached cards come with the champion. The champion can be
Rare discarded to trigger any special powers. For example, Helm
Each player must draw and discard a card, checking the last can be discarded to cancel an event; Korgunard the Avangion
digit of its number. Discard all the player's champion in play can be discarded to rebuild a realm.
whose unadjusted level is greater than this number.
Cyrinishad
This event is as likely to affect you as an opponent, unless
5/FR
played when you have no champions in your pool.Each player
Event
draws a card from his own draw pile; the player notes the last
Rare
digit of the card's number, then discards the card.
Until the end of this player's next turn, no priest spells may be
Then, the player discards from his pool every champion with cast. Only Cyric is immune to this effect.
an unadjusted level (the number in the champion's icon) higher
than the number from the card. Thus, if the last digit of the Darkwalker War
card's number is 0, all champions of level 1 and higher—thus 6/FR
far, all champions but the Living Scroll 408/lst)—are Event
discarded. If the last digit of the card number is a 9, only Uncommon
champions of level 10 or more—thus far, only Fejyelsae (7/lst Draw and discard a card, noting the last digit of its number.
Chase) and Karm, Black Dragon (25/lst Chase) are discarded. Until the end of your current turn, all monsters and undead
Even if you use only lowlovel champions, you could be hurt, gain a number of bonus levels equal to that digit.
unless you remove all cards with low last digits from your deck.
Dead Magic Zone
Card Combo (from Jones' Spellfire Page): Play the rule card
7/FR
A Sure Thing. Then play Black Bess. All of the opponents'
champions of base level 1 or more are discarded (so only Event
Living Scroll and Gelatinous Cube survive). The downside is Uncommon
Until the end of this player's next turn, no spells may be cast,
that you will have to discard your champions of level 10 or
more, so keep these to a minimum when using this combo. and all artifacts and magic items are ignored.

Dead Magic Zone is not a counter-effect card, and cannot be


Caer Allison used to dispel an already-cast spell.
3/FR
Event Horde
Rare
May be played as a temporary realm at any time. (Only one 8/FR
can be in play at the same time.) At the end of the owner's Event
Common
next turn, this card must be discarded.
Each player must immediately raze one of his own realms or
Caer Allison is typically played as the sixth realm, or to prevent discard two champions from his pool and/or hand.
another player from playing Caer Allison as the sixth realm.
Caer Allison can be attacked, razed, and rebuilt just like a If a player does not have an unrazed realm, he must discard
realm. Holdings may be attached to Caer Allison, but are two champions. If he only has one champion in his pool or
hand, he must discard that one champion.
discarded with Caer Allison. Also, Caer Allison is subject to the
Rule of the Cosmos and therefore cannot be duplicated by the
Bell of Might or Onad the Weasel. Caer Allison is affected by Lady Luck
Wish since it is an event that has a lasting effect. 9/FR
When played as a sixth realm, Caer Allison may still be Event
cancelled, such as by casting Limited Wish or Intercession, or Rare
discarding Helm. The player and one opponent each draw a card and compare
Caer Allison may not be played when Map of Life is in play. card numbers. Discard the card with the lower last digit; play

Forgotten Realms - Página 210


the other immediately or keep it in hand. Ties are both played Common
(discard both if identical). Coast
Any champion defending this realm may cast wizard spells.
Wild Magic Surge Clerics defending the realm gain +2 levels.
10/FR
Event Raurin
Rare 17/FR
Play at the end of any other player's turn. The order of play Realm
immediately reverses (clockwise to counter clockwise, and vice Forgotten Realms Common
versa). If this realm is razed, the attacking champion must be
discarded.
If this event is Calmed be any player, it is effectively negated.
However, it must be calmed or negated immediately, since it Shou Lung
does not have a duration. Wild Magic Surge instantly and 18/FR
permanently changes the order of play. Realm
Forgotten Realms
Coral Kingdom, The Common
11/FR Coast
Realm All artifacts uses in defense of this realm gain +3 levels.
Forgotten Realms
Common Blackstaff Tower
Coast 19/FR
This realm can only be attacked by swimmers. Holding
3
This is an excellent realm to have in the first position, since Forgotten Realms
only swimmers can attack. If the holding Border Forts is Uncommon
attached, the realm becomes even more difficult to attack. This holding counts as a+3 ally. No wizard spells may be
Only champions that are both flyers and swimmers, such as played against champions defending the attached realm, and
Mykell and Deathstream are able to attack. In addition to the defending wizards gain +3 levels.
attackers discussed above, the Coral Kingdom can be
attacked by a champion with the Scroll of 7 Leagues.
Candlekeep
Coral Kingdom is bluelined as a coastal realm.
20/FR
Holding
Halruaa
Forgotten Realms
12/FR Uncommon
Realm Whenever an opponent plays an event, the owner of this
Forgotten Realms holding may immediately examine that player's hand.
Common
Coast Candlekeep's power extends to players that duplicate events
All wizards defending this realm gain 2 levels. Any champion through Bell of Might and Onad the Weasel.
defending this realm may cast wizard spells.
High Horn
Kozakura
21/FR
13/FR Holding
Realm 5
Forgotten Realms Forgotten Realms
Common Uncommon
Coast The garrison of High Horn is a +5 ally.
This realm can be attacked only by flyers or swimmers.
Mithril Hall
Luiren
22/FR
14/FR Holding
Realm Forgotten Realms
Forgotten Realms Uncommon
Common Each time the attached realm is successfully defended, search
Coast the draw pile for the first magical item or artifact, and play it
All halfling champions and allies gain +3 when defending this immediately into pool or hand, then reshuffle the draw pile.
realm.
Moonwell
Maztica
23/FR
15/FR Holding
Realm Forgotten Realms
Forgotten Realms Uncommon
Common The attached realm can cast cleric spells and is unaffected by
Coast harmful cleric spells and events.
When this realm is first played, no heroes of level 6 or higher
may attack or defend until the beginning of this player's next
Pook's Palace
turn.
24/FR
Holding
Mulhorand
Forgotten Realms
16/FR Uncommon
Realm When the attached realm is successfully defended, draw two
Forgotten Realms cards a spoils of victory.

Forgotten Realms - Página 211


Cúpula BSW 2016: esta carta NÃO pode ser ativada
Yulash descartando-se um campeão da mão do jogador.
25/FR
Holding Resurrection
Forgotten Realms 34/FR
Uncommon Cleric Spell
Monsters defending the attached realm gain 2 levels for each Rare
ally used to attack it. Return any champion or ally from your discard pile to your
hand. (Def/3/4/5)
Tower of Ashaba
26/FR Shadow Engines
Holding 35/FR
Forgotten Realms Cleric Spell
Uncommon Common
When the attached realm is attacked, draw and discard a card, Discard any holding of an opponent. (Off/3/4)
noting the last digit of its number. For the duration of the round,
all defending allies of level 4 or higher gain a number of levels Symbol Hopelessness
equal to that digit. 36/FR
Cleric Spell
Aerial Servant Uncommon
27/FR Ends the current battle immediately. All allies and spells are
Cleric Spell discarded, and the attacking champion may not attack again
Common this battle. (Off/4)
Play as a +4 flying ally, or give a champion and all allies flying
ability for one turn. (Def/4) Word of Recall
37/FR
Creeping Doom Cleric Spell
28/FR Common
Cleric Spell The current battle round ends with no winner or loser, though
Uncommon spells and allies are still discarded. A new attacker may
Immediately razes one realm with no holding. (Off/3) continue the battle. (Def/4)

Earthquake Zone of Truth


29/FR 38/FR
Cleric Spell Cleric Spell
Common Common
All cards currently in battle are discarded, and combat ends All players must keep their hands face up on the table until the
with no victor. Every player must raze one of his own realms or end of this player's next turn. (Off/3)
discard a holding in play. (Off/3/4)
Death Link
Cúpula BSW 2009: – Os campeões envolvidos na batalha 39/FR
também são descartados Wizard Spell
2
Illusory Fortification Common
30/FR If the casting champion is defeated, the opposing champion is
Cleric Spell also discarded. (Def/4)
Common
Creates a holding that adds 7 levels to a defending champion. Find Familiar
Lasts until the beginning of the player's next turn. (Def/3/4) 40/FR
Wizard Spell
Quest 3
31/FR Common
Cleric Spell This spell creates an ally which remains with the caster until he
Common is defeated. No event, magic item, spell, or ally's ability can
No champions of unadjusted level 5 or higher may be played cause it to change sides or be discarded. (Def/3/4)
or enter battle until the beginning of this player's next turn.
(Off/3) Great Shout
41/FR
Succor Wizard Spell
32/FR +?
Cleric Spell Common
Uncommon Draw and discard an opponent's card, noting the last digit of its
Return a discarded ally to your hand on the same turn it was number. Add that digit to the caster's level for this round of
defeated. (Def/4/5) battle. (Def/4)

Reincarnate Hallucinatory Terrain


33/FR 42/FR
Cleric Spell Wizard Spell
Rare Common
Discard any champion and replace it with any champion of the Play as a holding permanently duplicating the effects of any
same level or lower from your draw pile. Then reshuffle the one holding in play. The illusory holding remains even if the
draw pile. (Def/3/5) copied holding is discarded.

Forgotten Realms - Página 212


Hallucinatory Terrain can imitate any holding in play, and can Cúpula BSW 2009: Mesmo um campeão imune a Wish deve
be played on any realm, regardless of world of the imitated ficar paralisado após usar esta magia.
holding or the realm on which the Hallucinatory Terrain is
played. Hallucinatory Terrain can also imitate another Cúpula BSW 2011: Pode descartar qualquer carta
Hallucinatory Terrain already in play. independente de imunidades e poderes especiais, incluindo
Chernevik.
Limited Wish Excetua-se a regra quando a imunidade é declarada a carta
43/FR Wish.
Wizard Spell
1 Cúpula BSW 2013: Quando uma carta suporte, evento, etc é
Uncommon cancelada, o custo ou consequência do seu uso/lançamento
Cancel the effects of any event card. This spell can be cast at devem ser cumpridos. Com exceção quando a maneira de
any time. (Off) utilização estiver especificada no texto ou regra da carta.

Limited Wish can be cast at any time. This means that during a Deck of Many Things
battle, champions in a pool can cast the spell. 47/FR
Magical Item
Time Stop 2
44/FR Rare
Wizard Spell Defensive
Uncommon Each time the attached champion attacks or defends, draw a
Take any one wizard spell from your draw pile and play it card. If it is a spell, ally, artifact, or magic item the champion
immediately (if legal). Then reshuffle the draw pile. (Def/3/4/5 can use, play it at once, otherwise discard it
.
You may not "Time Stop" to successfully counter a instant kill Dragonslayer
card. A successful counter requires that the next card played 48/FR
stop the instant kill. Since "Time Stop", itself, doesn't counter, Magical Item
the instant kill activates before the next card can be played. 4
Rare
Water Breathing Sword, offensive
45/FR Cancels the powers of any dragon champion or allies opposing
Wizard Spell this champion in battle.
Common
All of this player's champions and allies become swimmers for Flametongue
this turn. They may attack any realm with a coastline, 49/FR
regardless of its position. (Def/3/4) Magical Item
2
Wish Rare
46/FR Sword, offensive
Wizard Spell Attached hero may cause this sword to flame as a +6 magic
Rare item for one round of battle, but it must be discarded
Discard any one card in play, regardless of its immunities, immediately afterward.
except a realm. This spell can be cast at any time, but the
casting champion cannot be used again until it's owner's next Flametongue is an offensive magical item.
turn.
Frostbrand
Wish can be canceled with Dispel Magic. It can be turned with 50/FR
Spell Turning or Reflection, in which case the champion Magical Item
casting the Wish is discarded. The caster, now the target of the 3
turned Wish, can take no further action. Only another Rare
champion can cast Dispel Magic or another Spell Turning. Sword, offensive
Wish cannot be used to cancel an event, unless that event has Attached hero may create intense cold with this sword for one
a lasting effect. Likewise, only spells with a lasting effect can round of battle, causing it to act as a +7 magic item, but it must
be canceled with Wish. be discarded immediately afterward.
Wish can be cast at any time. This means that during a battle,
champions in battle or in a pool can cast the spell. If Wish is Frostbrand is an offensive magical item.
cast on an attacking champion, that champion is defeated and
the defender is entitled to spoils of victory. If a champion casts Gauntlets of Swimming
Wish during battle, and the Wish is cancelled, the attacker is
51/FR
defeated, since he can take no further action.
Magical Item
Because Wish is not affected by immunities, it is effective on
2
cards normally immune to offensive spells, such as Elminster,
Common
and is effective against an opponent with the Codex of Infinite
Defensive
Planes.
Attached champion becomes a swimmer and may attack any
Wish can be used to discard a dungeon card. If so used, both
realm with a coastline, regardless of its position.
the Wish and the caster of the Wish are removed from the
game (sent to the Void). If Wish is Retargeted to a dungeon
card, the original caster of the Wish and Wish itself, are Helm Water Breathing
removed from the game. 52/FR
The Wish spell is the most powerful spell in the game. It Magical Item
ignores all cards that state they are immune or otherwise 1
unaffected by spells unless they state an immunity to the Wish Common
spell. Regardless of a champion’s immunities or special Defensive
powers, Wish can discard them. Attached champion becomes a swimmer and may attack any
realm with a coastline, regardless of its position.

Forgotten Realms - Página 213


Horn of Blasting The Ring of Winter
53/FR 61/FR
Magical Item Artifact
3 Forgotten Realms
Uncommon Rare
Offensive While this card is in play, all opponents draw one fewer card
The attached champion immediately discards the holding of than normal on their turns (minimum of one card).
any realm it attacks.
Sword of Cymrych Hugh
Ring of Jumping 62/FR
54/FR Artifact
Magical Item 6
2 Forgotten Realms
Common Rare
Defensive Sword
The attached champion is not stopped by walls. When this card is used in combat, discard all undead and
giants involved in the battle.
Slippers Spider Climbing
55/FR Bloodriders
Magical Item 63/FR
1 Ally
Common 7
Defensive Common
The attached champion and his allies ignore walls of stone or Undead.
iron.
Dragonclaw
Vorpal Blade 64/FR
56/FR Ally
Magical Item 4
3 Rare
Rare Dragonclaw gains +4 levels if defending Kozakura or Shou
Sword, offensive Lung. May not ally a champion allied with Mad Monkey.
Opponent in combat must draw and discard a card, noting the
last digit of its number. If that digit is 3 or less, the opponent's Flaming Fist
champion is defeated. 65/FR
Ally
Wand of Wonder 9
57/FR Uncommon
Magical Item When the Flaming Fist is used in combat, the losing player
+? must immediately discard one magical item or artifact from
Rare pool or hand, or else raze one of his own realms.
Offensive
Draw and discard a card each time the wand is used in a The player that loses the round must choose to discard a
battle, noting the last digit of the card's number. For that magical item, discard an artifact, or raze one of his realms. If
combat, the attached champion gains bonus levels equal to two Flaming Fists are played, the loser must discard or raze
that digit. two times.

Dragon Throne Halfling, Inc.


58/FR 66/FR
Artifact Ally
Forgotten Realms 3
Rare Uncommon
All allies of this champion gain +2 and the player may look at When this card is used in combat, immediately discard one of
one opponent's hand at the beginning of each of his turns. the opposing champions magical items or artifacts. Halfling.

Guenhwyvar Halfling, Inc. cannot be played against a champion with the Net
59/FR of Entrapment.
Artifact
5 Kuo Toa
Forgotten Realms 67/FR
Rare Ally
If the attached champion is defeated, Guenwyvar may be 5
attached to any other Forgotten Realms champion in the Common
player's pool. Swimmer. May attack any realm with a coastline, regardless of
its position.
Hammer of Tyr
60/FR Locathah
Artifact 68/FR
6 Ally
Forgotten Realms 5
Rare Common
When this card is used in combat, discard all undead involved Swimmer. May attack any realm with a coastline, regardless of
in the battle. its position.

Forgotten Realms - Página 214


Mad Monkey Darkenbeast
69/FR 78/FR
Ally Monster
4 4
Rare Forgotten Realms
Gains +4 levels when defending Kozakura or Shou Lung Common
Flyer. When this card is first played, discard all familiars in
Ninjas play.
70/FR
Ally Firbolg
1 79/FR
Uncommon Monster
When used in combat, draw one card at random from the 6
opponent's hand, playing it against the opponent if possible, Forgotten Realms
discarding it otherwise. Common
Eliminate first opposing ally of level 4 or less. Giant.
Olive Ruskettle
71/FR Iron Golem
Ally 80/FR
3 Monster
Uncommon 7
When Olive is involved in combat, no magical items or artifacts Forgotten Realms
function anywhere in play. Halfling. Common
Owner may discard the iron golem from his pool to discard one
Orcs of Dragonspear wall in play. When attacking or defending, the iron golem is
72/FR immune to walls.
Ally
1 The Iron Golem can be discarded to discard one wall, which
Common can be either a wall spell or the Living Wall champion.
Gains +2 for each additional orc allied to the champion. Orc.
Storm Giant
Orcs, Savage Frontier 81/FR
73/FR Monster
Ally 7
2 Forgotten Realms
Common Common
Gains +2 for each additional orc allied to the champion. Orc. When the storm giant is used in combat, no opposing
champion or ally can fly.
Pseudodragon
Stone Giant
74/FR
Ally 82/FR
3 Monster
Common 6
Flyer Forgotten Realms
If played with a wizard champion, the pseudodragon becomes Common While in a pool, if not used in combat, each combat
a familiar, remaining with the caster until he is defeated. No round the stone giant may destroy one enemy ally of level 4 or
event, magic item, spell, or ally's ability can cause it to change lower in play.
sides or be discarded.
The Storm Giant may use his power if he has not participated
in the current battle. In multi-player games, the Storm Giant
Red Wizards
may use his power during abattle between two other players.
75/FR
Ally
Werewolf
5
Common 83/FR
Allows the allied champion to cast wizard spells. Monster
4
Forgotten Realms
Sahuagin
Uncommon
76/FR Any champion who defeats the werewolf must draw and
Ally discard a card, noting the last digit of its number. If that digit is
4 4 or less, the champion contracts lycanthropy and is discarded.
Common
Swimmer. May attack any realm with a coastline, regardless of
Adon
its position.
84/FR
Cleric
Samurai
5
77/FR Forgotten Realms
Ally Common
5 No spells, magic items, or artifacts can be used against this
Common champion. If Midnight is in play, Adon gains +5 levels.
Gains +4 if defending Shou Lung or Kozakura.
Adon is immune to all offensive magical items.

Forgotten Realms - Página 215


Erixitl Cyric (and the Ethereal Champion) have the power to hide a
85/FR player's pool from other players. Cards in the pool are turned
Cleric face down so that other players won't know what champions
6 are in the pool (or not know the specific location of a face-
Forgotten Realms down champion who was in the pool before Cyric was brought
Common into play).
This champion gains +4 levels if defending Maztica. If an opponent plays a card with a power that effects one of the
cards in the pool, the opponent chooses blindly from among
the possible targets.
Fzoul Chembryl
For example, an opponent targets the player’s pool with the
86/FR Wand of Telekinesis, which can only affect magical items. The
Cleric opponent selects a card in the pool as the target. If the card is
6 not a magical item, another card is selected. If, however, a
Forgotten Realms Common magical item is selected that is attached to a champion
Fzoul gains +4 levels if Cyric is in play. immune to magical items, the power of the Wand is used with
no effect.
Young Robyn As another example, when Agis attacks, he can psionically
87/FR destroy a monster in the defender's pool. The attacker selects
Cleric a card to target with Agis' power. If he chooses a card other
6 than a monster, he chooses another card, since Agis' power
Forgotten Realms has not been used. If he chooses a monster immune to psionic
Common powers, then Agis' power is wasted and no other cards can be
Robyn gains +5 levels if defending a realm with an attached selected.
Moonwell. Because Wish is effective against any card type, the first card
selected as the target of Wish is discarded. If the card selected
Ambassador Carrague is immune to Wish, such as through the power of the Winner's
88/FR Cape, the Wish spell is wasted. No new targets can be
Wizard selected.
7 If there are two pools with cards turned face down, players
Forgotten Realms must announce champions and artifacts played into the pools,
Uncommon in order to follow the Rule of the Cosmos.
Use Ambassador Carrague only in defensive combat. When If Cyric cannot use his power, for example if he goes to Limbo,
he needs a card,play the top card from the draw pile, if legal, has cast Wish, or has been Trapped!, the pool is turned face
discarding it if not. Once three cards total have been up until Cyric can once again use his power.
discarded, draw no more for the combat round.
Dragonbait
Helm 93/FR
89/FR Hero
Hero 4
6 Forgotten Realms
Forgotten Realms Common
Uncommon Once during each defensive battle, if he does not participate,
Casts cleric and wizard spells. If discarded from the pool Dragonbait may save any one defeated champion or ally of
cancels one event, even if the event does not affect this player. level 4 or lower from being discarded.

Dragonbait can use his power once in each battle in which the
Simbul of Aglarond
player is defending. Dragonbait can return one of the defeated
90/FR defending champions to his pool, as long as Dragonbait does
Wizard not participate in the defense. Champion must be of base level
8 4 or lower, and any attachments that raise the champion's
Forgotten Realms adjusted level above 4 must still be discarded.
Rare
Simbul gains +4 levels when battling Maligor the Red or Red
Khelben Arunsun
Wizards.
94/FR
Wizard
Vangerdahast
8
91/FR Forgotten Realms
Wizard Common
6 Blackstaff gains +4 levels when defending Waterdeep.
Forgotten Realms
Common
Ochimo
When Vangerdahast is played in defense of a realm, the player
may immediately look at the attacker's hand. 95/FR
Hero
4
Cyric
Forgotten Realms
92/FR Common
Hero Ochimo gains +4 levels when defending Kozakura. He must be
9 defeated twice in a row before being discarded.
Forgotten Realms
Rare Despite the literal wording of the card, Ochimo need only be
Cyric can cast wizard and priest spells. All cards in his player's defeated twice in one battle, not necessarily twice in a row
pool may be turned face down when Cyric is in play. (successive battles) before being discarded.
Champions and their items must combat face up, however. The Sphere of Annihilation's power works on Ochimo, sending
them immediately to the Abyss.

Forgotten Realms - Página 216


Ochimo's second power is much better: He must be defeated Tithian, whose special power allows him to raze a realm
twice before being discarded. It is similar to the powers of whenever he wins a round of battle.
Drizzt Do'Urden (45/1 st) and Rikus (258/lst). Unlike the other
heroes, Ochimo must be defeated twice whether he is Card Combo (from Desafio dos Corajosos 2016): Esta é uma
attacking or defending. versão melhorada do combo Butler's Balderdash, permitindo
que o jogador potencialmente possa arrasar um reino por
Card Combo (from Spellfire Reference Guide Volume II): If turno, ja que, ao vencer o combate automaticamente graças
Barab's Goblet of Dissolution is attached to Ochimo, he can ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado.
attack, lose the round, use the Goblet's power to send a Jerome então retorna o feitiço no passo 5 para que o combo
victorious opponent to the Abyss, and then return to the pool, persista indefinidamente.
since Ochimo must be defeated twice before being discarded.
Cold Cup of Calamity
Prince Tristan 2/FR
96/FR Chase
Hero Event - Harmful
6 This player may examine one other player's hand and discard
Forgotten Realms it down to 5 cards.
Common
Prince Tristan gains +5 levels against giants, and when Once Cold Cup has been played, the opponent may not play
defending the Moonshaes. any cards, including events, except for counter-effect cards
(such as Limited Wish or Calm) played to counter the Cold
Princess Alusair Cup.
97/FR If Cold Cup is deflected, the original player of the Cup does the
Hero discarding from the hand targeted by the Deflection. This may
4 be the player's own hand.
Forgotten Realms
Common Vessel Vaporous Stones
Princess Alusair can use any Forgotten Realms champion 3/FR
(level only) from any pool as an ally when defending. If Chase
victorious, that champion returns to its pool after the combat Event
round. Helpful
Until the end of this player's next turn, the lowest total wins all
Princess Alusair cannot bring another champion into play as battles. Allies (but not spells or other cards) are subtracted
an ally until the player is losing the round of battle, just as from the total in battle.
cards cannot be played unless a player is losing the round.
If one of the combatants is immune to events, the highest total
Randal Morn wins that round.
98/FR Allies with a negative level bonus, for example Thought Eater,
Hero are added to the level total.
4
Forgotten Realms Mug of the Earthbound
Common 4/FR
All of this player's allies gain +1 level when Randal is in play. Chase
Wizard spell
Time of Troubles Flying champions are grounded and unable to fly for the
99/FR duration of this combat. Opposing flyer loses 2 levels. (Off/3/4)
Rule
Forgotten Realms Hawksflight Grail
Uncommon 5/FR
No champion of level 7 or greater (before magical items, Chase
artifacts, events, and other modifiers) may be involved in Artifact
combat. All Forgotten Realms champions and allies gain +1 Forgotten Realms
level. Another champion from this player's pool can be brought into
combat (add their levels). If either is forcibly discarded, the
Tablets of Fate other keeps all magic items and one artifact, and continues the
100/FR combat.
Rule
Forgotten Realms Vessel of Misty Passage
Rare 6/FR
Only Forgotten Realms champions, realms, holdings, and Chase
artifacts retain any powers of immunity. No others may have Event - Helpful
immunity to anything while this card is in play. This vessel allows the player to attack any realm via a secret
passage. The passage lasts until the end of this player's turn.
Thrice Hearty Cup of Balder the Red
1/FR Teapot of Golden Tempest
Chase 7/FR
Cleric spell Chase
Chase Magical item
Cast on a hero, the champion automatically wins its next Once during combat, the player can switch hands with his
battle. (Def/3) opponent. At the end of combat, switch the hands back. All
draws and discards use the original owner's piles.
Card Combo (from Spellfire Reference Guide): Known as
Butler's Balderdash!, the Thrice Hearty Cup can be cast on

Forgotten Realms - Página 217


Ebony Cup of Fate Apple of His Eye
8/FR 12/FR
Chase Chase
Artifact Event
Forgotten Realms Harmful
The player may examine his opponent's hand. If it contains an Only one type of champion, chosen by this player, can attack
artifact, the player automatically loses the battle. If it contains or defend until the end of this player's next turn.
no artifacts, he automatically wins the battle. Champion types are hero, wizard, cleric, monster, psionicist,
The card text incorrectly says, “battle;" it should say "round." regent, and thief.
The champion with the Cup only wins the round, not the entire If a second Apple is played, and the player chooses a different
battle. champion type than the first Apple, no champions can attack or
Use of this artifact's power is optional for the player ("may defend.
examine"). So if a player knows the opponent has an artifact,
he can opt not to invoke the Cup's power. This power is only Card Combo (from Desafio aos Corajosos 2011): If Event
used when the attached champion is in battle. Wheel (497/4th ed) is in play, you can prolong the duration of
The Ebony Cup is particularly useful when attached to Ochimo. Apple of His Eye indefinitely. It’s a good way to obtain free
Thanks to Ochimo's power (He must be defeated twice in a spoils of victory, specially if you use a lot of champions that are
row before being discarded), even if the opponent has an immune to harmful events.
artifact in his hand, Ochimo and the Ebony Cup return to the
pool. Golden Touch, The
13/FR
Hero's Chalice Chase
9/FR Wizard spell
Chase For this player's turn, all magical items in his pool or played in
Magical item battle gain 2 levels. (Def/3/4)
10
Defensive Feather Flight
Usable only by heroes, the attached champion gains 10 levels 14/FR
when defending, but only 5 when attacking. Chase
Wizard spell
The Chalice can only be attached to heroes, but if a hero is If defeated, this champion and his allies fly back to their pool.
later changed to another champion type, the Chalice remains. His allies remain with him until their next battle. (Def/4)

Day Live Infamy, The Golden Barter


10/FR 15/FR
Chase Chase
Event Wizard spell
The gods of revenge are in ascendance! Discard all wizards in For each magical item discarded from his pool, the player can
battle or in pools. draw one card. (Def/3/4)

Unusually Good Fortune This spell exacts a stiff price. Discarding magical items is a lot
11/FR to ask for the chance to draw new cards. However, since a
Chase player could conceivably have ten magical items in his pool, by
Event discarding them all he could draw ten new cards!. The player
Played on another player's event card, this player draws 3 cannot discard an artifact to get a magical item. There are no
cards. If played upon "Good Fortune," this player draws 5 magical items that do anything special when discarded.
cards and the other player draws none. Otherwise they. would work well with this spell. The best way
to make this spell work for you, is to make sure that Tasslehoff
Unusually Good Fortune is considered a helpful event, unless Burrfoot (39/DL) is in your pool. He has the ability to retrieve
it is played on Good Fortune, in which case is harmful. one magical item from your discard pile each turn. Dispel
Therefore Unusually Good Fortune cannot be calmed or Magic (346 & 358/lst) can stop this spell, but Spell Turning
deflected unless played on Good Fortune. (398/lst) does nothing.
If Unusually Good Fortune is played on Good Fortune, and
then the player of Good Fortune plays Deflection on the Dagger of Deception
Unusually Good Fortune, the player of Good Fortune draws 16/FR
five cards and the player of Unusually Good Fortune draws Chase
three cards. Magical item
If an opponent wants to playa card in combat, this player
Cúpula BSW 2008: Pode ser lançada sobre Good Fortune draws it randomly. Noncombat cards are returned to the
quando Azure Towers the Onad Fallen estiver em jogo, player's hand after being revealed. (Off)

Cúpula BSW 2016: quando o saque de cartas extras é Wyrm of Earthwalking


redirecionado para outro jogador pelo uso de cartas como
17/FR
Hijacking e Frevo, a carta que provocou a mudança não passa
Chase
a ser considerada a fonte das cartas extras, funcionando de
Magical item
forma análoga a Deflection e Re-Target, não podendo ser
5
afetada pelo aliado Block Golem ou pela fortaleza Not So Fast.
Attached champion and all allies have the earthwalking ability.
Cúpula BSW 2016: quando jogada em resposta ao evento
Boa Sorte, a ação provocada por Unusually Good Fortune é Bell of Might
classificada como deflexão da compra de cartas, assim como 18/FR
Hijacking e Frevo, podendo portanto ser jogada mesmo contra Chase
um jogador protegido pela dungeon The Azure Tower of Onad Magical item
the Fallen.

Forgotten Realms - Página 218


This item can duplicate another player's event card for this Negates any wall spell.
player. (This player's use is secondary.) The bell cannot be
used again until this player's next turn. (Def) Phase Door is a counter-effect card for wall spells.

The player with the Bell of Might can either calm or cancel the Wine of Eternity
event, or use the power of the Bell to duplicate the event, but 21/FR
not both. If an event, such as Ancient Curse, is used to Chase
eliminate the champion with the Bell of Might, that event can Event
still be duplicated before the champion is discarded. Puts one champion to sleep. At the beginning of his turn, the
A duplicated event cannot be duplicated with the Bell, but player may draw and discard a card. If the card's last digit
multiple Bells can duplicate the original event, if used by matches or exceeds the champion's unadjusted level, he
different players. However, an individual player can only awakens.
duplicate an event once. For example, if a player has the Bell
and the Staff of Mimicry, which is copying the Bell, he may only For a champion with ? as icon level, any card drawn will
duplicate an opponent's Caravan once, using either the Bell or awaken the champion.
Staff of Mimicry, but not both on the same event.
The Bell of Might can duplicate another player's event card. If
Spellblades
the Bell is used to duplicate a Caravan, then the duplicated
Caravan is considered played at the same time the original 22/FR
Caravan is played. Thus, the duplicated Caravan is not in play Chase
during the initial Caravan turn. Instead, it is waiting to happen Magical item
as soon as that turn ends. 5
Usable only by heroes and monsters. User is immune to the
Liga BSW: Somente pode duplicar eventos recém lançados, first two offensive spells cast in any combat.
não podendo duplicar eventos que já estejam em jogo.
Netheril
Muragh Brilstagg 23/FR
19/FR Chase
Chase Realm
Ally 7
6 Forgotten Realms
Undead. This magical skull subtracts 2 levels from all cards Wizards, magic items, artifacts, and wizard spells used in
played against its champion. But it may not be played with any defense of this realm are doubled in level. Netheril can defend
other allies. itself as a level 7 wizard.

When used, each card played against you loses two levels. Lure of Undermountain
Spells, magical items, and artifacts with no stated level are not 24/FR
reduced to a -2 level, but remain at 0. This effect ignores spells Chase
cast in step 3 that may affect combat. Events played to affect Rule
combat do not subtract two more levels. Forgotten Realms
If this ally is stolen by a Shield of Wickedness (31 6/ 1 st) or Every time a Forgotten Realms monster champion is
the Amulet of the Beast (64/RL), it may end up with other discarded, its owner may force another player to chose one
allies. In that case the skull is completely neutralized. It gives nonmonster champion of any world, from that player’s hand or
the player no level bonus, and its special power is ignored. pool to be discarded.
Mitragh Brilstagg was a máster thief in life. Now all that
remains is his skull. Some undead can drain life levels with n Zhentarim Intrigue
touch. Mitragh drains it with his mere presence. Fortunately for 25/FR
his enemies, they regain their lost vitality within a few hours. Chase
Rule
Phase Door Forgotten Realms
20/FR Whenever a player's Forgotten Realms realm is razed, he may
Chase draw a card and add it to his hand.
Wizard spell
7
Chase

Forgotten Realms - Página 219


Artifacts
Wand of Orcus Artifact
1/ART 8
Artifact Greyhawk
9 Rare
AD&D The attached champion can cast any spell, but only in defense;
Rare it can never attack. The champion uses the last digit of his card
This Wand can be attached to any undead monster champion. number as his level.
When the Wand is used in battle against an opposing
champion of level 8 or less, the opponent is instantly slain Queen Ehlissa Nightingale
(discarded). Limit one per deck. 6/ART
Artifact
This artifact can be attached to any AD&D champion or an Greyhawk
undead champion from any world. It instantly defeats any Common
opposing champion with an adjusted level of 8 or less. When the attached champion enters combat, the player can
choose to prevent the opposing champion from playing allies
Card Combo: If the ally Dreaded Ghost is brought into play as or spells.
a champion using Gib Hcivonad's power, and then the Wand
of Orcus is attached, opposing champions up to level 17 are Sword of Kas
instantly defeated. 7/ART
Artifact
Axe of Dwarvish Lord 8
2/ART Greyhawk
Artifact Uncommon
3 The base level of an opposing champion is halved (round up).
AD&D This artifact does not function when used against a champion
Common with the Eye and Hand of Vecna.
The Axe can be attached to any champion. In addition to the
listed bonus, the Axe also gives the attached champion a +8 Talisman of Al'Akbar
ally in combat. 8/ART
Artifact
The ally that comes with this artifact does not need to be a Greyhawk
swimmer, flyer, or earthwalker for the purposes of battle, as Common
long as the champion This artifact can be attached to a champion with the Cup of
itself possesses the power. The ally is considered to be linked Al'Albar. The attached champion can dispel one spell while
to the champion through the Axe. The ally is, however, involved in a round of battle. Monsters cannot use this
vulnerable to powers that affect normal allies, if the Talisman.
psionic power Banishment (96/PO) is played against a
champion with the Axe, the ally is forced from the battle. The
Teeth of Dalhvar-Nar
ally returns again for subsequent battles.
9/ART
Artifact
Iron Flask Tuerny Merciless
Greyhawk
3/ART Uncommon
Artifact The attached champion is a flyer and is immune to offensive
Greyhawk spells. If the champion wins a round of battle, an opposing
Uncommon holding is immediately discarded.
The Flask gives the attached champion a +6 tanar'ri ally that
can earthwalk and cast wizard spells. If the artifact is
All-Knowing Eye Yasmin Sira
discarded, the attached champion is also discarded.
10/ART
Artifact
Jacinth Inestimable Beauty
Forgotten Realms
4/ART Rare
Artifact The attached champion is immune to offensive spells and once
Greyhawk per battle can cast a +5 spell (Def/4). Once per turn, the player
Uncommon can examine one opponent's hand.
In combat, one enemy ally (chosen by this player) is forced to
switch sides. The levels of all friendly allies are doubled.

Machine Lum the Mad


5/ART

Artifacts - Página 220


Coin Jisan Bountiful Hammer of Thunderbolts
11/ART 18/ART
Artifact Magical Item
Forgotten Realms 5
Common Rare
The champion can negate either the power of level (but not Can only be attached to a champion who carries gauntlets of
both) of each magical item and artifact used against him in ogre power or a girdle of storm giant strength. The first ally
combat. used against the attached champion is discarded. (Off)

The champion with the Coin can only choose to negate Gauntlets Ogre Power
offensive magical items and the offensive powers of artifacts. 19/ART
Defensive powers cannot be negated. Magical Item
6
Seal of Lost Arak Rare
12/ART Champion breaks down walls, allowing him to ignore all such
Artifact cards. Can be played on a champion even after combat is
3 ended by a wall spell. Combat must continue.
Ravenloft
Rare Winged Boots
Once per turn, the player can flip the top card of any other 20/ART
player's draw deck. He can use it only if it is a spell or ally that Magical Item
is legal for that step. The card is reshuffled into the player's 2
draw deck. Common
The attached champion becomes a flyer. If he is defeated in
The Seals' power can be used once from a player's phase 3 to battle against a non-flying champion, he can retreat from
phase 3 of the player's next turn. The Seal can be used during combat back to his pool. (Def)
another player's turn.
Card Combo (from Spellfire Reference Guide Volume II): If
Crystal of Ebon Flame the Winged Boots is attached to Iuz the Evil, he can attack,
13/ART lose the round, use his special power to raze a realm or
Artifact discard a razed realm, and then return to the pool to attack
2 again on the next turn. Note, however, that this strategy will not
Ravenloft work if Iuz's opponent is a flyer.
Common
Attached champion becomes undead. The opposing Card Combo (from Scavenger's Spellfire Corner): If Winged
champion's base level is considered to be a zero, unless it its a Boots is attached to the Aurak Draconian Lord, the Lord can
cleric or undead. Opposing undead allies switch sides. lose the round, discard the opposing champion, and then
return to the pool to do it again next turn. As with the previous
Obsidian Man of Urik combo, this only works if the opponent is not a flyer.
14/ART
Artifact Card Combo (from Scavenger's Spellfire Corner): If Winged
6 Boots also works well attached to Gloriana. If her opponent is
Dark Sun a flyer, she automatically wins the round. If her opponent is not
Rare a flyer, she can return to the pool if defeated.
If the attached champion is discarded, the artifact returns to
the player's pool as a monster. Instead of attaching this artifact Card Combo (from Mark Towse): Attach Winged Boots to Lyr
to a champion, the player can play the Obsidian Man as a of the Mists, allowing her to use her power, lose the battle, and
monster. then return to the pool (as long as the opposing champion is
not a flyer) to do it again next turn.
Rod of Teeth
Rod of 7 Parts, #1
15/ART
Artifact 21/ART
2 Magical Item
Dark Sun 1
Uncommon AD&D
An opposing wizard cannot cast spells. Before battle, the Uncommon
player can discard the attached champion and examine all Champion is a swimmer. If combined with any other parts of
other players' hands, discarding any spell cards. the rod, the rod counts as an artifact and gains an additional
+1 for each part. (Off)
Midnight's Mask Disguise
Rod of 7 Parts, #2
16/ART
Magical Item 22/ART
2 Magical Item
Common 2
A champion can be played into the player's pool with this AD&D
magical item, even of the champion is already in play Rare
somewhere. The champion's powers are unchanged. (Def) Champion is immune to events. If combined with any other
parts of the rod, the rod counts as an artifact and gains an
additional +1 for each part. (Off)
Girdle Giant Strength
17/ART
Rod of 7 Parts, #3
Magical Item
7 23/ART
Common (Off) Magical Item
3

Artifacts - Página 221


AD&D Card Combo: This card is best used with cards that can
Uncommon recover other cards from the discard pile, such as Tasslehoff
Champion is immune to offensive magical items. If combined Burrfoot, which can retrieve a magical item from the discard
with any other parts of the rod, the rod counts as an artifact pile once per turn. A magical item can be discarded, in order to
and gains an additional +1 for each part. (Off) draw an additional card. Tasslehoff can then recover the
discarded magical item, and the process can be repeated next
Rod of 7 Parts, #4 turn.
24/ART
Magical Item Pesquisa Brasil 2010: Não pode descartar a si mesma para
4 ter seu poder.
AD&D
Rare Cúpula BSW 2011: Toda e qualquer carta que estiver no poço
Flyers cannot be played against the attached champion. If do jogador, pode ser descartada por Bag of Holding, inclusive
combined with any other parts of the rod, the rod counts as an aquelas que pertencem a outros jogadores, desde que essas
artifact and gains an additional +1 for each part. (Off) últimas estejam sobre o controle daquele jogador, como, por
exemplo, um campeão roubado pelo evento Curse of Azure
Card Combo (from the Sussman Zone): Attaching the Rod of Bonds (4/FR) ou pelo evento Tyranthraxus, The Possessing
7 Parts, #4 to Rand the Bowyer makes him nearly impossible Spirit (55/RR).
to defeat.
Daern's Instant Fortress
Rod of 7 Parts, #5 29/ART
25/ART Magical Item
Magical Item 5
5 Rare
AD&D The Fortress can be played as a magical item or as a holding.
Uncommon The realm or champion is immune to events and offensive
At the beginning of his turn, this item's owner can examine an spells during other player's turns. (Def)
opponent's hand. If combined with any other parts of the rod,
the rod counts as an artifact and gains an additional +1 for Spellbook
each part. (Off) 30/ART
Magical Item
Rod of 7 Parts, #6 Rare
26/ART The spellcaster with this item can retain up to two spells after
Magical Item winning a round of combat to use in another battle. Only step 4
6 spells can be saved. (Def)
AD&D
Rare Plentiful Psionics
The attached champion becomes an earthwalker. If combined 31/ART
with any otherc parts of the rod, the rod counts as an artifact Rule
and gains an additional +1 for each part. (Off) Dark Sun
Rare
Rod of 7 Parts, #7 Played at the beginning of the player's turn, this card is not
27/ART discarded. It affects all players and remains in effect until any
Magical Item other rule card is played. All champions are able to read minds
7 and predict the future. Each player's hand is divided; all DARK
AD&D SUN cards are concealed, but all other cards are revealed by
Uncommon placing them face up on the table. The face-up cards are still
The champion can ignore one card played against him in part of the hand until played
combat. If combined with any other parts of the rod, the rod .
counts as an artifact and gains an additional +1 for each part. Sorcerer-Kings
(Off) 32/ART
Rule
During battle, a champion with the Rod of 7 Parts, part 7 can Dark Sun
ignore any one card played after the battle begins. The Common
opposing champion cannot be ignored. If a player chooses to Each Dark Sun realm can be defended once per battle by a
ignore a defensive magical item, any level bonuses are lost, monster that can cast any spell. The level is equal to the
but the power of the item, because it is defensive in nature, number of Dark Sun realms and holdings the defender has in
remains. play. If the sorcerer-king is defeated, the realm is razed.
The player may ignore an event played in battle, such as
Cataclysm! Dark Lords
An avenging ally can also be ignored, although its power may 33/ART
be used against another player. Rule
Ravenloft
Bag of Holding Common
28/ART If any Ravenloft champion or undead champion of any world is
Magical Item defeated in battle, that champion returns to the player's pool at
1 the end of that player's next turn.
Common
Once per turn the player may discard one card from his pool or This rule card prevents a player's RAVENLOFT or undead
his hand, and then draw one card from his draw pile. (Def) champions (of any world) from being discarded as a result of
combat. After being defeated in battle, a RAVI-NI.OFT or
The Bag of Holding is used during phase 3 of the player's turn. undead champion is placed in Limbo, returning to the player's
pool at the end of their next turn. All magical items, artifacts,
spells, and allies with the champion do not go to Limbo, but are

Artifacts - Página 222


instead discarded because the champion was defeated. This When another rule card is put into play, this card must be
rule card works well in a deck containing either many discarded. Rule cards must be played before cards are drawn
RAVENLOFT or undead champions. at the beginning of a player's turn, or as spoils. This rule card
is designed to l i m i t the number of cards that can be played
The Walking Dead during the course of a battle, as well as eliminating the playing
34/ART of event cards. Events currently in play when this rule card
Rule comes out are discarded. This card limits the number of
Ravenloft magical items that can be attached to a champion. Only one
Uncommon ally,
Undead champions and Ravenloft monsters can attack razed magical item, artifact, and wizard or cleric spell can be
realms. Allies need not be undead. If a razed realm is attached to a champion. If a champion already had one of
defeated, it is discarded and the attacker again draws spoils of these cards attached when he entered combat, the player
victory. cannot attach another of that type of item. If for any reason a
champion ends up with more of a card type than he's allowed,
A player receives spoils of victory both when a realm is razed one must immediately be discarded
and when it is discarded under the Walking Dead rule card.
However, there can be only one spoils of victory in a single Forbidden Lore
turn. As soon as a realm is razed, the player's turn moves to
39/ART
phase 5. On a subsequent turn, the same realm can be
Rule
attacked and discarded, resulting in another spoils of victory.
Ravenloft
Common
Artifact Vault Only Ravenloft champions may cast offensive wizard spells.
35/ART
Rule Cosmic Justice
Greyhawk
40/ART
Rare
Rule
Rule Played at the beginning of the player's turn, this card is
AD&D
not discarded. It affects all players and remains in effect until
Rare
any other rule card is played. The player can choose to place
All realms that have no special powers can borrow the powers
any GREYHAWK Artifacts face-down in a pile called the
of one other realm in play, but only when attacked. All
Artifact Vault. In step 3 of the turn, when cards are played into
champions that have no special powers can steal the power of
the pool, the player can distribute the GREYHAWK artifacts to
the opposing champion in combat. All allies that have no
the Artifact Vault. Cards in the vault are in play, but are not
special powers are unaffected by the special powers of
active and cannot be used. GREYHAWK artifacts cannot be
champions and allies.
discarded by any means so long as this rule card is in play; if a
champion is discarded, or if any card calls for a GREYHAWK
artifact to be discarded, it returns to the player's Artifact Vault. Roc
41/ART
Artifact Champions Ally
8
36/ART
Common
Rule
Flyer. Flying allies cannot be played against the roc. The
Greyhawk
opponent must discard any already in play.
Uncommon
Greyhawk Artifacts with numerical bonuses can be played as
champions. Artifact-champions are not considered monsters, Kinsle the Druid
wizards, clerics, or heroes. Any ability normally given by the 42/ART
artifact to a champion is possessed by the artifact-champion. Ally
4
Isolated Worlds Common
Flyer. In battle, Kinsle can cast cleric spells to aid the attached
37/ART
champion.
Rule
Dark Sun
Common Dragonbane
Dark Sun cards (champions, artifacts, realms) are immune to 43/ART
the Rule of the Cosmos. If this rule card is discarded, the Cleric spell
owner of the card chooses which cards are discarded to 2
enforce the rule of the Cosmos again. Common
Any dragon champion is automatically defeated, but returns
No Funny Business unharmed to the player's pool. Dragon and draconian allies are
discarded. (Off/4)
38/ART
Rule
AD&D Ship of the Sky
Rare 44/ART
No event can be played. All events currently in play are Wizard spell
immediately discarded. In addition, no more than one magical 2
item can be attached to any champion. In battle, no more than Rare
one of each type of card can be attached to each champion. Remains with the champion until dispelled. Champion and
allies become flyers and swimmers. (Def/3/4)
This rule card allows only one of each type of CARD to be in
the battle. However, special powers of cards do not count Pegasus
toward this limitation. For example the artifact card Axe of the 45/ART
Dwarvish Lord conveys a +8 ally, but an ally card can still be Ally
played. 3
Common

Artifacts - Página 223


Flyer. Cúpula BSW 2009: Deflection não dá o direito do jogador usar
o poder da carta defletida, ele somente escolhe o jogador
Windrider alvo, e este escolhe um alvo válido para sofrer os efeitos da
46/ART carta. Se Espionage (BR 18) é defletida, seu poder é perdido,
Ally pois é expresso no texto que deve ser outro jogador a receber
6 seus efeitos e não seu lançador.
Common
Flyer. Help!
55/ART
Erica of Dark Watch Event
47/ART Rare
Ally Choose another player to defend your realm. You choose
7 which champions are used. If he loses a round, his champion
Common is discarded; he draws a card for each round he wins.
Flyer.
Only champions from the opponent's pool can be chosen to
defend the realm. Help! remains in effect throughout the battle.
Dimock the Sprite
48/ART
Reverse Gravity
Ally
3 56/ART
Common Wizard spell
Flyer. Dimock fights invisibly and cannot be discarded or Uncommon
switch sides during battle for any reason. All Flyers become non-flyers and vice versa until the beginning
of this player's next turn. Swimmers and earthwalkers are
unaffected by this card. (Off/3/4)
Flying Carpet
49/ART
Shift Earth
Magical Item
3 57/ART
Common The champion can choose to be a flyer or non-flyer Cleric spell
at the beginning of combat. (Def) Common
The player can freely rearrange his realms and holdings, but
must fill from the top down. (Def/3)
Ariel Anjelique
50/ART
Mirror Image
Ally
5 58/ART
Common Wizard spell
Flyer. Ariel flies psionically and is immune to spells, allies, and 3
events that harm other flyers. Uncommon
This spell doubles the caster's level. (Def/4)
Dragon Slayer
Ethereality
51/ART
Event 59/ART
Uncommon Cleric spell
All dragons in combat or in pools are immediately discarded. Common
The champion can immediately elude an opposing cleric or
hero, ending the round of battle. Both champions go back to
Marilith Tanar'ri
their pools. (Def/4)
52/ART
Ally
Prismatic Spray
7
Common 60/ART
The opposing player cannot play any events for the rest of this Wizard spell
round of battle, including Calm. 7
Common
Opposing allies of level 4 or less are immediately discarded.
Temporal Stasis
(Off/4)
53/ART
Event
Treasure Vault
Uncommon
In a multi-player game, this card can be played to prevent one 61/ART
player's turn. In a two-player game, this event can prevent an Holding
extra turn gained form another card, such as the Caravan. AD&D
Rare
Temporal Stasis is played between players' turns; like Caravan This holding can be attached to any realm. Any artifact of any
and before the turn to be skipped. world can be attached to this holding. Any champion defending
the attached realm can use the artifact.
Deflection
Tupillil
54/ART
Event 62/ART
Rare Holding
This player can deflect a harmful event affecting only him onto AD&D
any other player. (Helpful) Common
This holding can be attached to any realm. When this holding
Events that affect everyone cannot be deflected. is first played, all champions with the name "Gib" are
discarded.

Artifacts - Página 224


Kestrel's Keep after one use. The attacking champion must discard all
63/ART attached magical items. (Def/3)
Holding
AD&D This spell is bluelined as offensive
Uncommon
This holing can be attached to any realm. Each of this player's Curse Glyph
champions and allies gain +1 when defending any realm. This 69/ART
holding stays attached and in play even if the attached realm is Cleric spell
razed. 3
Uncommon
Keep of the Dead Offensive
64/ART Hide under the lead realm; expose when the realm is attacked.
Holding Only one glyph can be placed under a realm; it is discarded
AD&D after one use. An attacking champion with an attached magical
Common item is defeated. (Def/3)
This holding can be attached to any realm. If something forces
the attached realm to be discarded, this holding is discarded in This spell is bluelined as offensive
place of the realm, and the realm stays in play.
Death Glyph
The Keep of the Dead helps protect the attached realm against 70/ART
cards that discard realms from play. If a card such as Cleric spell
Cataclysm! (99/3rd) is played on a realm with the attached 2
Keep of the Dead, the holding is sent to the discard pile Common
instead of the realm, and the realm stays in play. This holding Offensive
does not protect a realm from cards that "ra/,e" a realm, only Hide under the lead realm; expose when the realm is attacked.
those that discard i t . Cards such as Creeping Doom (28/FR) Only one glyph can be placed under a realm; it is discarded
and Siege (150 /3rd) raw the target realm normally, causing after one use. An attacking champion without an attached
the Keep of the Dead to be discarded. This holding does not artifact or magical item is defeated. (Def/3)
counter the effects of Estate Transference (437/3rd), or other
cards which affect both the realm and the holding. This spell is bluelined as offensive

Spellfire Citadel Dragon Turtle


65/ART 71/ART
Holding Monster
AD&D 6
Uncommon Dragonlance
This holding can be attached to any realm. This player can, at Common
the end of each turn, rearrange his holdings. Holdings must Swimmer; can attack any realm that shows coastline on the
still be attached to realms legally. card.

Fire Glyph Deathstream, Black Dragon


66/ART 72/ART
Cleric spell Monster
AD&D 7
Rare Dragonlance
Offensive Common
Hide under the lead realm; expose when the realm is attacked. Flyer, swimmer; can attack any realm that shows coastline on
Only one glyph can be placed under a realm; it is discarded the card. One opponent's magical item is discarded.
after one use. The attacking champion cannot play allies in this Deathstream can cast wizard spells.
round of battle. (Def/3)
Zielesch, Ancient. Green Dragon
This spell is bluelined as offensive 73/ART
Monster
Weakness Glyph 9
67/ART Greyhawk
Cleric spell Uncommon
1 Swimmer; can attack any realm that shows coastline on the
Uncommon card. When Zielesch enters battle, the player can draw a card.
Offensive If the card is usable, it can be played; otherwise, the card goes
Hide under the lead realm; expose when the realm is attacked. into the player's hand.
Only one glyph can be placed under a realm; it is discarded
after one use. The attacking champion's base level is a 1 for Cúpula BSW 2021: Pelo fato de o campeão ter asas e ser
this round of battle. (Def/3) dragão, ele deve ser considerado voador.

This spell is bluelined as offensive Dregoth, Undead Dragon


74/ART
Lightning Glyph Monster
68/ART 10
Cleric spell Dark Sun
Rare Rare
Offensive Undead flyer. Can cast any spell. Immune to psionics and
Hide under the lead realm; expose when the realm is attacked. offensive slpells. If Dregoth attacks, his level drops to 6.
Only one glyph can be placed under a realm; it is discarded

Artifacts - Página 225


Korgunard the Avangion Uncommon
75/ART The invisible stalker can also be played as a +4 ally to any
Monster champion able to cast spells. If the invisible stalker is on the
8 losing side of a battle, it returns to the player's pool at the end
Dark Sun of his next turn.
Common
Flyer. Can cast wizard spells. Immune to psionic attack. Can Erital Kaan-Ipzirel
be discarded to rebuild a razed realm. 81/ART
Cleric
Korgunard may be discarded to rebuild a razed realm at any 7
time during the player's turn except phase 4. Korgunard can Greyhawk
rebuild any razed realm, even that of an opponent. Common
Discarding Korgunard docs not save a realm with an attached This cleric of St. Cuthbert is immune to offensive spells and
holding from being razed, thus saving the holding. In this case, magical items. When in battle, she can choose to use a
the holding would still be discarded, then Korgunard could be dimension door to return to her pool, ending the round of
discarded to unraze the realm. combat; if she does, all attached cards are discarded.

Drawmij Because Erital's power activates upon defeat in battle, the


76/ART power is negated by the Ring of Reversion and Thought Eater.
Wizard Her power is not a spell.
7
Greyhawk Yagno Petrovna
Uncommon 82/ART
Swimmer; can attack any realm that shows coastline on the Cleric
card. In battle, he can borrow any magical item in play, 8
returning it when the round ends. Drawmij can imitate the Ravenloft
power of any other wizard in play. Common
When used in combat, this player can place any two cards
Drawmij cannot borrow a magical item from Mordenkainen, from his opponent's discard pile on top of his draw pile.
even if both champions belong to the same player.
Drawmij's major power is that he can imitate the special power Yagno Petrovna is highest level Ravenloft champion able to
of any other wizard in play. This can only be done during that use cleric spells, and is the only Ravenloft cleric presented so
player's turn, or if Drawmij is used in defense of a realm. far. This champion's power is used before champions have
Drawmij can change the power he imitates each time he is been pushed forward for a combat challenge. Before any cards
used. arc played, Yagno's player can take two cards from his
opponent's (in combat) discard pile and place them on the top
Klik-Ka'cha of his draw pile. The strategy behind using Yagno's power is to
77/ART control cither what your opponent draws for spoils of victory or
Cleric two of the next three cards drawn on his turn. This may
7 prevent your opponent from drawing a realm on his turn, or
Dark Sun return to his hand a card that has no effect on you. You must
Common move two cards (not just one) in this manner For example, if
When he enters battle as a defender, Klik can destroy one you're playing a deck without spells, then returning a discarded
magical item in play anywhere. Spell Turning (398/3rd) to the opponent is an excellent move.

Mykell, Amethyst Great Wyrm Goldmoon


78/ART 83/ART
Monster Cleric
10 9
AD&D Dragonlance
Common Common
Dragon; flyer, swimmer; can attack any realm that shows Once per turn, in any step, she may cast any cleric spell from
coastline on the card. Can cast wizard spells. Mykell an opponent's discard pile, and then place it on the top or
psionically destroys any one ally played against him in a round bottom of his draw pile.
of battle.
Although Goldmoon can use her power at any time, she must
abide by the phase restriction of the spell being cast. If
Hornung the Anarch
Goldmoon casts a spell with a duration, it goes to the
79/ART opponent's draw pile (top or bottom) when the spell expires.
Wizard Spells without duration are immediately (after the round of
6 combat) placed at the top or bottom of the draw pile.
AD&D
Common
Princess Amber
Each spell cast by Hornung has a level equal to the card
number's last digit.Hornung never need ask permission to cast 84/ART
a spell. Hero
5
When Hornung casts Mirror Image, his level is first doubled, AD&D
then +6 is added (the last digit of Mirror Image). Rare
Elf
Heroes cannot resist helping the princess. When entering
Invisible Stalker
battle, Amber can use any hero in play as an ally; after battle,
80/ART win or lose, the hero returns to its owner's pool.
Monster
4
Ravenloft

Artifacts - Página 226


Amber's power is used during battle, which means a defender Euripis
must be put forth before the power is used. Any hero other 90/ART
than the defender can be selected as an ally. Realm
The hero-ally only returns to its pool if it is still in play at the Dark Sun
end of the round of battle. If discarded during battle, if the Common
opponent plays Brine Dragon for example, the hero remains Only champions able to cast spells can attack this realm. Any
discarded. holding can be attached to Euripis.

Darsson Spellmaker New Guistenal


85/ART 91/ART
Wizard Realm
7 Dark Sun
Forgotten Realms Common
Common Coast
When attacking or defending, Darson can play any card as a Cannot be attacked by flyers, except Dregoth. If razed, this
defensive spell card, using the last digit of the card number as realm can be rebuilt by discarding only 1 card.
the spell's level.
Due to the body of water on the card picture, New Guistenal is
The number of cards Darsson can play as defensive spells is considered a coastal realm.
limited only by the number of cards available to the player,
typically the cards in the player's hand.
Ancient Kalidnay
When Darsson is involved in a round of combat (attacking or
defending) he can play any card as a defensive spell, using 92/ART
the last digit of the card number as the level of the spell. Cards Realm
like the Tiger (309/3rd) would be played as a +9 defensive Dark Sun
spell using this power. Spells such as Spell Turning (398/3rd) Common
would now have a level bonus of +8. This realm is also considered a Ravenloft realm. This realm
can be voluntarily razed by the player at the end of his turn,
allowing the player to take another turn immediately.
Council Aerie
86/ART This card allows a player to take another turn by razing this
Realm realm during phase 5 of his turn. When first played, Ancient
9 Kalidnay is placed vertically in the formation. Once its special
Forgotten Realms power to grant an extra turn has been used, it is placed
Uncommon horizontally in the formation, just like other razed realms. If
Coast rebuilt, it is still played horizontally, indicating its power has
Dragon champions may defend this realm twice per turn. been used.
Opponent's dragons may not attack. Any holding may be Ancient Kalidnay can provide only one additional turn per
attached to Council Aerie. player per game. Temporal Stasis allows Ancient Kalidnay's
special power to activate and then negates it. Rebuilding the
Council Aerie can defend itself as a level 7 hero. Council Aerie realm won't allow the player to gain an extra turn.
is an excellent realm for decks that have a lot of dragon
champions. If a dragon champion is defeated while defending Card Combo (from Scavenger's Spellfire Corner): If the Silver
Council Aerie, it may defend again. Spring holding is attached to Ancient Kalidnay, razing Ancient
Kalidnay to gain another turn also razes another realm.
Shining Lands
87/ART Cúpula BSW 2016: é permitido ao último jogador do ciclo (em
Realm um torneio individual, o segundo jogador) arrasar Ancient
Dragonlance Kalidnay e jogar seu turno extra ainda no primeiro ciclo do
Common jogo.
The Shining Lands can be attacked only by flyers or
earthwalkers. The realm and its defending champion are Ur Draxa
immune to offensive spells. Any holding can be attached to the 93/ART
Shining Lands. Realm
Dark Sun
Bluet Spur Common
88/ART This player's champions are immune to psionic attacks.
Realm Champions with attached artifacts or magical items cannot
6 attack this realm, although they can be added during battle.
AD&D
Uncommon Ur Draxa protects a player's champions from all psionic
Coast attacks, whether champions' special powers or psionic power
Cannot be attacked by flyers and can defend itself as a level 6 cards.
monster that can cast wizard spells. Any holding can be
attached to Bluet Spur. Shault
94/ART
Hell Furnaces Realm
89/ART 6
Realm Dark Sun
Greyhawk Common
Common Shault can be attacked only by monsters or flyers. The city can
The level of any dragon defending the Hell Furnaces is defend itself as any type of level 6 champion, chosen by the
doubled. Any holding can be attached to this realm. player when attacked.

Artifacts - Página 227


Forest Ridge should read that icon abilities are not lost, so a hero could still
95/ART play unarmed combat cards and psionicists could still play
Realm psionic power cards.
Dark Sun
Common Deja Vu
If the Forest Ridge is razed by an attacking champion, feral 100/ART
halflings eat the winning champion, causing the card (and any Cleric spell
possessions) to be discarded. Uncommon
Take any three cards form an opponent's discard pile and
Celik place them on top of his draw pile. (Off/3)
96/ART
Realm Mace of Cuthbert
Dark Sun 1/ART
Rare Chase
Any champion attacking Celik must discard all attached Artifact
magical items or artifacts, and cannot add more during battle. 5
Greyhawk
A nasty combination is to play the ally Loup-Garou when The level bonus (if any) of each opponent's spell is reduced by
defending Celik. Loup-Garou requires the opponent play a 2. Undead cannot be used against the attached champion.
magical item, while Celik prevents magical items from being The Mace is discarded when the attached champion enters
played. The attacker is thus defeated. battle against Iuz.

Lake Island Death Rock


97/ART 2/ART
Realm Chase
5 Artifact
Dark Sun Ravenloft
Common When a champion of this player dies in battle, a champion
Can be attacked only by flyers or earthwalkers. Lake Island with this artifact can keep the dead champion as an undead +2
defends itself as a level 5 monster. ally without special powers. These allies return to the pool with
a winning champion.
Year of Plenty
98/ART Psychometron Nerad
Event 3/ART
Common Chase
No events can be played, including Calm, until the end of this Artifact
player's next turn. Dark Sun
The attached champion is immune to psionics. When the
Year of Plenty prevents events from being played, but does not attached champion is discarded, the Psychometron psionically
affect any events with a duration that are currently in play. destroys one other champion.

Cúpula BSW 2016: tornado carta-resposta, podendo ser The Spellfire Reference Guide Volume II incorrectly indicates
jogado para negar um evento, evitando que outros sejam that the artifact's power to destroy a champion can be used
jogados até o fim do próximo turno deste jogador. when the Psychometron is discarded. However, the attached
champion must be discarded for the Psychometron's power to
Cúpula BSW 2021: Apesar de ter sido tornado carta-resposta be used. For purposes of the Psychometron's power, being
pela Cúpula BSW 2016, ele não pode cancelar eventos que já sent to the Abyss is considered being discarded.
estavam em jogo antes dele, pois ele cancela apenas o This artifact’s special power to discard any champion in play
evento que foi alvo de seu poder, não afetando outros que já only works if the champion who it is attached to is discarded.
estavam no jogo antes dele.
Silencer of Bodach
Thought Eater 4/ART
99/ART Chase
Ally Artifact
-2 5
Common Dark Sun
Prevents all special powers and spell casting ability of the If the attached champion is defeated in battle, all of one other
opponent's champion, allies, spells, and magical items. player's holdings are discarded. If one of this player's realms is
attacked, the attached champion must be used first in defense.
The effect of the Thought Eater is similar to that of the Ring of
Reversion, the opponent's special powers are negated during Barab's Goblet of Dissolution
the round of battle. This includes powers activated upon 5/ART
defeat, such as those of Drizzt Do'Urden, Iuz the Evil, and Chase
Ochimo. It also includes the powers of avenging allies such as Artifact
Assassins and Starving Artist. 3
The level bonuses of an opposing champion’s attached cards AD&D
are not affected by Thought Eater, only the special powers and This artifact can be attached to any champion. When the
spell casting abilities. champion with this item is defeated, the winning champion is
The Spellfire Reference Guide Volume II incorrectly indicates sent to the Abyss, permanently removed from play.
that clerics opposing the Thought Eater can still cast spells.
While icon abilities are not negated by the Thought Eater, all If a realm champion wins a round of battle against a champion
spellcasting is prevented. with Barab's Goblet of Dissolution, the realm is not sent to the
The text detailing an example of the card’s power is in error, Abyss (Technically, the realm champion is sent to the Abyss,
since the Thought Eater’s power prevents spellcasting. It

Artifacts - Página 228


but the realm supplies a new champion the next time it is Killian
attacked). 9/ART
Chase
Card Combo (from Spellfire Reference Guide Volume II): If Hero
Barab's Goblet of Dissolution is attached to Ochimo, he can 8
attack, lose the round, use the Goblet's power to send a AD&D
victorious opponent to the Abyss, and then return to the pool, Immune to offensive spells. This swashbuckler is the captain of
since Ochimo must be defeated twice before being discarded. a ship; he and his allies are considered swimmers and can
attack any coastal realm.
Onad the Weasel
6/ART Ghostly Piper
Chase 10/ART
Wizard Chase
7 Monster
Greyhawk 8
Onad can imitate the effects of any event, by being discarded Ravenloft
just after that event is played. The use of Onad in this manner Undead. This spectral bagpiper can cast wizard spells. He and
is secondary to the use of the actual event. any attached cards are immune to the special powers of allies.
At any time during a game Onad can be discarded from his
Forbiddance
pool to duplicate the effects of an opponent's event. The
duplicated event takes place after the first event has 11/ART
concluded. For example, if Onad is used to copy a The Chase
Caravan (319/ 3rd), the duplicated event occurs after the first Cleric spell
free turn is taken. Onad cannot be used to copy your own No attack can be made against any of this player's realms until
events. Copied events can be negated by Calm (400 /3rd) or after this player's next turn. (Def/5)
Intercession (48/RR). If the original event is canceled, Limited
Wish (43/FR), it cannot be duplicated by Onad; however, Bigby's Clenched Fist
calmed events can still be copied. 12/ART
Only one event can be copied by one player at one time. If Chase
both Onad and The Bell of Might (18/FR Chase) are in one Wizard spell
pool, only one can be used lo duplicate an event. This spell summons a magical fist as a +4 ally. The fist can
cause one enemy ally to be discarded. (Off/4)
Lord Blacktree
7/ART Fire Charm
Chase 13/ART
Hero Chase
8 Wizard spell
Forgotten Realms The special power of an opposing champion or ally is
At the beginning of a battle, Lord Blacktree can imitate the neutralized until the end of the current battle. (Off/4)
powers of any single realm or holding in play. Only powers
usable during a round of battle can be imitated. Thunder Staff
14/ART
>Player 1 attack using a non-swimmer champion; Chase
>Player 2 defend using Lord Blacktree and copy Coral Wizard spell
Kingdom; 4
> What happens? Chase
Since the attacking champion is already there, he stays, but When this spell is played, all the opponent's allies are
anybody else that wants to come into this fight (namely allies) discarded. (Off/4)
must be able to get there.
The OGRE (http://oracle.wizards.com/scripts/wa.exe
Spectral Hand
?A2=ind0110B&L=spellfire-l&P=R2062)
15/ART
Chase
Young Strahd
Wizard spell
8/ART 4
Chase Chase
Hero This spell can be cast by a champion in the pool to aid a
8 champion in battle. After casting it, the champion in the pool
AD&D can cast other spells into the same round of battle. (Off/4)
Can cast wizard spells. While in play all Ravenloft champions
except Strahd Von Zarovich are turned face down and cannot
Ariel's Feather Charm
act. Must defend if Strahd Von Zarovich attacks.
16/ART
Young Strahd does not "kill" an opposing Ravenloft champion, Chase
they just can't face him. When Young Strahd is played as a Magical Item
defender from the hand, all Ravenloft champions are turned 5
facedown. If the attacker was a Ravenloft champion, he is The attached champion becomes an agile flyer. The champion
returned to his pool and the attacker gets to select another is not affected by cards that normally cause harm specifically
champion. to flyers. (Def)
While Strahd is in play, Ravenloft champions cannot act, but
their immunities still function. You may attach magical items Amulet of Spell Protection
and artifacts to Ravenloft champions, but they cannot be used. 17/ART
Chase
Magical Item

Artifacts - Página 229


5 Note: The use of this item does not negate a champion's icon
The attached champion is immune to offensive spells. If this ability.
item is in the pool when a spell is cast, the amulet can be
discarded to prevent the effects of the spell. (Def) Smoke Powder Pistol
19/ART
Once attached to a champion, this item may be discarded to Chase
cancel any spell cast by any player. This item is especially Magical Item
handy if a player does not have access to spells such as 5
Dispel Magic (346/358/3rd) or Spell Turning (398/3rd), allowing When this card is used in battle, flip one card from the
you to cancel one of the more deadly spells coming your way. opponent's draw pile. The last digit of that card's number is an
additional bonus for the attached champion. (Off)
Amelior's Restraint
18/ART The opponent's card is flipped as soon as the Smoke Powder
Chase Pistol enters battle, regardless of which champion is currently
Magical Item winning the battle. The card that is flipped is discarded.

Before battle, choose one opponent's champion; that Dragon Font


champion's special abilities are negated until the end of your 20/ART
turn. (Off) Chase
Magical Item
Amelior’s Restraint is a useful magical item for a Spellfire deck Draw one less card than usual when beginning your turn. In
that is built around combat, and the use of this item's power addition, look at the bottom 5 cards in your draw pile. Place
commits a player to an attack. If a player cannot or does not one in your hand and return the others to the bottom of the
attack, this item's power cannot be used. draw pile. (Def)
In phase 3, just before the player attacks, the owner of
Amelior's Restraint can choose one opposing champion and If Dragon Font is copied with Staff of Mimicry, the two magical
negate their special power. This does not affect a champion's items are used one after the other, which results in two less
level bonus, only the powers listed in the card's text box. This cards being drawn from the top of the deck and two cards
negation of an opposing champion's power lasts until the end taken from the bottom six cards.
of thai player's turn.

Artifacts - Página 230


Powers
Adjatha, the Spell Drinker Sword of the High King
1/PW 5/PW
Magical Item Magical Item
2 4
Uncommon Rare
Sword Cannot be used by monsters. In battle, this mighty weapon
Cannot be attached to a wizard or a cleric. For one round of causes fear. The opposing champion becomes level 1, and his
battle, Adjatha drains all magical items of the opposing allies are each reduced to a +1 bonus. (Off)
champion, rendering them useless. Add +2 to Adjatha for each
item drained. (Off) Dragonsbane
6/PW
Adjatha's power negates all of the opposing champions Magical Item
magical items, including defensive magical items. 6
Uncommon
Abhorrence of Shapechangers Sword
2/PW During battle, Dragonsbane destroys all dragons. (Off)
Magical Item
3 Dragonsbane destroys all opposing dragon champions and
Rare allies. It does not affect the champion holding the
Sword Dragonsbane.
Cannot be used by monsters. Against all shapechangers
(werebeasts, Strahd von Zarovich, and the Kargat Vampire) Post-Hypnotic Suggestion
Abhorrence becomes a +7 weapon. (Def) 7/PW
Psionic Power
Sword of the Avoreen 2
3/PW Common
Magical Item Offensive
1 Psionic Power. Usable by psionicist champions. If the psionic
Rare champion with this power is defeated, the opposing champion
Cannot be used by monsters. This sword automatically defeats may not attack this player's realms for the rest of the game.
giant champions, and it reduces opposing undead and
werebeasts to level 0. (Off) Sword of the Black Rose
8/PW
The Sword of Avoreen reduces an opposing undead or Magical Item
werebeast champion's adjusted level to 0 at the time it is 3
played. Any additional cards other than undead or werebeasts Rare
that are played by the opponent increase the champion's level Only usable by monster champions. This sword becomes a +7
normally. weapon when used by an undead champion or werebeast.
The Spellfire Reference Guide Volume II incorrectly indicates (Off)
that base level is reduced to 0. It is in fact the adjusted level
that is reduced to 0. In the example given in the Guide, the
Davron Parscall
Ghostly Piper (a level 8 undead monster) with the Amulet of
9/PW
Psionicist
Spell Protection (+5 magical item) attached would be reduced 9
to level 0 at the time the Sword of Avoreen is played. Dark Sun
Uncommon
This card reduces the level of undead and werebeasts to level Elf. Female
0 at the time it is played. Thus, a level 4 monster with a +6 Psionicist Champion; can use Psionic Power cards. Davron's
magical item and a +2 ally is reduced to level 0 at the time the psionic Death Field can destroy the opposing champion
card is played. Other non-undead and non-werebeast cards automatically. Davron is sent to the Abyss (taken out of play) if
add to the level after that, however. the power is used.

Davron Parscall is a psionicist champion able to use psionic


Sword of Blackflame
power cards. This champion's special psionic power of death
4/PW field is offensive in nature, and can be negated by a Dispel
Magical Item Psionics (17/RR Chase) spell. Davron's level of 9 is one of the
4 highest available to a psionicist
Uncommon At any time during a round of combat, Davron can elect to use
During battle, the Sword of Blackflame reflects all spells back his death field power to destroy an opposing champion, who is
at the caster. Can be played in combat to reflect a spell just sent to the discard pile.Davron is sent to the Abyss if this is
cast. (Def) used.
If the opposing champion is discarded as a result of this
Sword of Blackflame reflects all offensive spells back at the special power, Davron is considered to have won the battle,
caster. It has no effect on defensive spells. Its power is only even though he was sent to the Abyss. If defending, Davron's
usable during combat. player would draw a spoils of victory.

Powers - Página 231


Champions that are immune to psionics are Liga BSW (ROC 2-2011): o poder do campeão Rand the
immune to this power. Bowyer não funciona contra campeões imunes a poder de
campeão, como Ethereal Champion ou Celestial Emperor.
Yorgia Sandow
10/PW Seveia Shadowmaster
Psionicist 14/PW
3 Psionicist
Dark Sun 7
Common Dark Sun
Defensive Common
Psionicist Champion; can use Psionic Power cards. Discard Defensive
one magical item from your pool to activate Yorgia's Psionicist Champion; can use Psionic Power cards. If defeated
Metamorphosis, allowing her to imitate the power of any when attacking, Seveia can employ her Shadow-form to return,
monster in play and add its level to her own. invisibly, to her owner's pool. The defender still gets the spoils
of victory.
Yorgia's power can be activated in phase 3 or in combat.
When borrowing powers and levels, Yorgia at all times remains Seveia's Psionic Power is defensive.
a psionicist. Her special power lasts until the beginning of the
owning player's next turn. Rafe Racker
15/PW
Roghal Baen Psionicist
11/PW 7
Psionicist Dark Sun
8 Uncommon
Dark Sun Offensive
Uncommon Psionicist Champion; can use Psionic Power cards. Rafe can
Offensive psionically Cause Decay, instantly destroying all of the
Psionicist Champion; can use Psionic Power cards. When opposing champion's magical items or an artifact of +4 or less.
used in defense, Roghal can employ his Precognition, forcing
the attacker to lay face up all cards he intends to use in this Rafe's Psionic Power is offensive.
battle. The attacker can use only those cards.
Jacenelle Traen
If Good Fortune is among the cards placed down at the start of 16/PW
battle, it may be played and any of the five cards drawn may Psionicist
be played. Roghal's Psionic Power is offensive. 6
Forgotten Realms
Kelsur Brighteye Common
12/PW Defensive
Psionicist Psionicist Champion; can use Psionic Power cards. While in
8 the pool, Jacenelle can psionically double another psionicist
Greyhawk champion's level during battle.
Common
Offensive Jacenelle can use her power once per turn (from phase 3 of
Psionicist Champion; can use Psionic Power cards. Kelsur can one turn until phase 3 of her next normal turn). Jacenelle
employ his Telekinesis to steal a single magical item or artifact doubles the champions adjusted level at the time he enters
from the opposing champion for the duration of the battle. The battle. Cards attached after the start of battle are not doubled.
item can be of any world. Kelsur's Psionic Power is offensive.
Bilago Lumen
Rand the Bowyer 17/PW
13/PW Psionicist
Psionicist 5
7 Dragonlance
Dark Sun Uncommon
Uncommon Offensive
Defensive Psionicist Champion; can use Psionic Power cards. At the start
Psionicist Champion; can use Psionic Power cards. Rand can of a battle, Bilago can employ his Mindwipe to subtract his
employ his Levitation, preventing all but flyers from battling adjusted level from the opposing champion's adjusted level. A
him. champion reduced to level 0 is discarded.

Rand's levitation power is similar to a wall spell. Upon using Bilago's mindwipe power is used at the start of battle, before
Rand's power, the round is over and champions return to their the effects of any other cards that may adjust the opponents
pools. The attacking player may continue the battle with a new level. Bilago's Psionic Power is offensive.
champion. Rand's Psionic Power is defensive. Rand is not The Spellfire Reference Guide Volume II incorrectly describes
considered a flyer. a combination of Bilago Lumen and the Sword of the High
King. Bilago's mindwipe power is used before the powers of
Card Combo (from the Sussman Zone): Attaching the Rod of any attached cards are activated. The power of the Sword of
7 Parts, #4 (Flyers cannot be played against the attached the High King thus reduces the opposing champion's adjusted
champion) to Rand makes him nearly impossible to defeat. level to 1 after Bilago uses his mindwipe power.
Rand’s power works exactly like that of a Wall spell. This
means that if Rand’s power is used as a defender, the battle Dawn d'Ereath
ends unless the attacker can fly. If used while an attacker, the 18/PW
defender returns to his pool and the battle is over. Psionicist
6
Dark Sun

Powers - Página 232


Common Lyr of the Mists
Defensive 23/PW
Psionicist Champion; can use Psionic Power cards. Through Psionicist
psionic Ejection, Dawn is automatically immune to all Psionic 5
Powers. Greyhawk
Common
Dawn is only immune to offensive Psionic Powers. Dawn’s Offensive
Psionic Power is defensive. Psionicist Champion; can use Psionic Power cards. When in
battle, Lyr may employ her Banishment power to discard one
Phridge champion in any pool.
19/PW
Psionicist When attacking, the power is used immediately after a
6 defender is put forward. Lyr cannot banish the opponent in the
Dark Sun current battle, since that champion is not in a pool. Lyr's
Common Psionic Power is offensive.
Psionicist Champion; can use Psionic Power cards. Can also
cast wizard and cleric spells. Card Combo (from Mark Towse): Attach Winged Boots to Lyr,
allowing her to use her power, lose the battle, and then return
Phridge's Psionic Power is offensive. to the pool (as long as the opposing champion is not a flyer) to
do it again next turn.
Seluna Darkenstar
20/PW Liga BSW (ROC 3/2011): o poder da Lyr segue a ordem de
Psionicist ativação normalmente, mesmo quando defendendo.
5
Dark Sun Colum Calder
Uncommon 24/PW
Defensive Psionicist
Psionicist Champion; can use Psionic Power cards. Seluna 5
can employ her Appraise power, allowing her owner to look at Dark Sun
the opponent's hand. She can then withdraw from combat Uncommon
(treat as a defeat), returning to the pool. Defensive
Seluna's Psionic Power is defensive. Psionicist Champion; can use Psionic Power cards. When
attacking, Colum may employ All-Round Vision, allowing his
If it looks as if Seluna is going in loose the battle based on the 1 owner to examine the hands of all other players before
opponent's hand, she can then choose to return to her pool. deciding which realm to attack.
Any attached allies are discarded, but magical items and
artifacts remain. Colum's power is used in phase 4 before he enters a battle. If
The choice to withdraw from combat after examining an the player chooses to use Colum's power, he must attack. A
opponent's hand must occur before any further cards are player with a champion such as Erillika (262/3rd; When
played. If Seluna elects to remain in combat, she cannot later defending she can negate all Psionic Powers for the battle.) is
choose to return to her pool. Seluna is defeated when she still subject to Colum's power because battle has not yet
returns to her pool, but not discarded. Hence, no spoils of begun. Colum's power is stopped by either Psychic Storm or
victory is gained. Psionatrix. Colum's Psionic Power is defensive.

Kerm of Tyr Kelaser Redbelt


21/PW 25/PW
Psionicist Psionicist
5 4
Dark Sun Dark Sun
Common Uncommon
Offensive Offensive
Psionicist Champion; can use Psionic Power cards. Kerm can Psionicist Champion; can use Psionic Power cards. When
employ his Ultrablast to halve the opposing champion's level defeated in battle, Kelaser may psionically Detonate an
(round up) and discard all allies in play. If victorious, he returns opponent's hand. The opponent must discard the cards and
to his pool at the end of his player's next turn. draw a new hand of five.

Kerm's Psionic Power is offensive. Kelaser's Psionic Power is offensive. Any other player's hand
can be detonated, not necessarily the opponent in battle.
Havrum Riddle Hijacking can be played on the target of Kelaser's power to
22/PW take the five cards and leave the target player with no cards.
Psionicist This champion’s power can be used against any opponent in
5 the game, not necessarily the opposing champion’s player.
Dark Sun
Uncommon Card Combo (from Desafio aos Corajosos 2012): Not So Fast
Defensive (20/CHBR) can be played on the target of Kelaser's power to
Psionicist Champion; can use Psionic Power cards. When in a leave the target player with no cards. It’s not as good as
battle, Havrum may employ his Stasis Field power to end the Hijacking but at least it’s harder to negate this action.
battle with no victory or spoils for either side. The opposing
champion returns to his pool, and Havrum is discarded. Breshkll Logon
26/PW
Havrum's Psionic Power is defensive. Psionicist
4
Dark Sun
Common

Powers - Página 233


Defensive Necromantic Wave
Psionicist Champion; can use Psionic Power cards. In battle, 31/PW
Breshkll may be used as a champion or an ally. He may Event
psionically Cannibalize, adding his opponent's level to his won, Common
but then must be discarded after battle. Offensive spells, magical items, and artifacts have no effect on
undead champions and allies until the end of this player's next
Breshkll can be used as either an ally or a champion. If used turn.
as an ally, he is discarded after battle just like any other ally.
Breshkll's "cannibalize" power can be used regardless of
Night of the Blue Moon
whether Breshkll is acting as a champion or an ally. Breshkll's
Psionic Power is defensive. 32/PW
Event
This champion's special psionic power is defensive in nature, Rare
and can be negated by a Dispel Psionics (17/RR Chase) spell. All werebeasts triple their levels and are immune to offensive
Breshkll's special psionic power of cannibali/ e makes his base spells, magic items, and artifacts until the end of this player's
level of 4 deceptive. Once engaged in a round of battle, he can next turn.
add his opponent's current total level to his own at any time
during the combat This works well against high level The Spellfire Reference Guide Volume II incorrectly indicates
champions. Using Breshkll's power causes him to be that base level of werebeasts is tripled. It is the adjusted level
discarded. Hence, it is best not to attach magical items or that is tripled.
artifacts to him, since they'll be lost. Breshkll can also be This event triples the adjusted level of all werebeasts in play.
played from the hand or pool as an ally into another battle. His
power is unchanged. No matter how you use him, Brwhkll's s t Zepherwind
i l l a champion. He can't be pulled into a battle with the Staff of 33/PW
Conjuring (105/3rd), even when used as an ally. Breshkll can Event
still use psionic power cards when used as an ally. Rare
Play during the step 2 of an opponent’s turn. The Zephirwind
Cúpula BSW 2015: pertence à raça dwarf (mul). carries its victim forward in time forcing the opponent to skip
steps 3 and 4 of his current turn.
Masara d'Will
27/PW Zephyrwind is an extremely vicious event when played on an
Psionicist opposing player. This event is played during phase 2 of an
4 opponent's turn while they're playing either realms or holdings
Dragonlance into their formation. It does not prevent the playing of realms or
Common holdings.
Defensive Victims of Zephyrwind must skip phase 3 and 4 of their turn,
Psionicist Champion; can use Psionic Power cards. Masara preventing them from playing cards into their pool or attacking
can be used as an ally or a champion. She psionically projects opposing players. About the only thing left for victims of this
Invincible Foes, adding +4 levels to each of her allies. event is to cast phase 5 spells, then end their turn — unless
they can negate Zephyrwind with a spell or event.
Masara's Psionic Power is defensive. Playing this event is an excellent tactic if an opponent has
more than eight cards in their hand, as it will cause them to
discard precious cards they cannot play into their pool. This is
Rayden Valers
also a good event to play if you're about to win the game with
28/PW your sixth realm, preventing opponents from attacking to stop
Psionicist your win.
4
Dark Sun
Avangion's Protection
Uncommon
Offensive 34/PW
Psionicist Champion; can use Psionic Power cards. When Cleric Spell
involved in battle, Raydan can use Mindlink to use the level 4
and power of psionicist in another player's pool. Common
Grants this player's champions immunity to Psionic Power
Rayden's Psionic Power is offensive. cards and psionicist champion powers until the start of this
player's next turn. (Def/3/4)
Psychic Storm
The +4 bonus granted by the spell remains until the stated
29/PW duration has expired, regardless of what phase that the spell
Event was cast. This makes it a good card for increasing the adjusted
Common level of a champion before entering combat.
No Psionic Powers may be used and all psionicists are
reduced in level by half (round up). The effects of this card last
Nullification
until another event card is played.
35/PW
Event
Sandstorm
Common
30/PW All spells in play must be discarded. No more can be cast until
Event this player's next turn, including Limited Wish.
Common
All flyers are grounded and cannot attack or defend. All earth- Limited Wish may be immediately played as a counter-effect
walkers battle at half their normal levels (round up). These card to negate Nullification. If not immediately played, Limited
effects last until the end of this player's next turn. Wish cannot be played until Nullification expires.

Cúpula BSW 2008: Tornada uma carta resposta (Counter


Effect), podendo usar seus efeitos a qualquer momento.

Powers - Página 234


Tuigan Invasion Lady of Fate, Avatar of Istus
36/PW 42/PW
Event Cleric/Avatar
Rare 16
All holdings in play are destroyed (discarded). Greyhawk
Rare
Dark Negation Avatar. A cleric must be discarded to bring Lady Fate into play.
37/PW Before combat, her owner can examine an opponent's hand
Event and discard any two cards.
Rare
Negates the special power of one champion or one realm (this The Lady of Fate's power requires combat, which means that if
player's choice) until the end of this player's next turn. she is attacking, a defender must be brought forward. If the
opponent chooses not to defend, the Lady's power cannot be
Cúpula BSW 2009: Tornada uma carta resposta (Counter used.
Effect), podendo usar seus efeitos a qualquer momento. The Lady's power, once activated by combat, can be used
against any opponent, not necessarily the opponent in combat.
When attacking with Istus, if your opponent does not choose to
Caravan Raiders
put forth a defending champion, battle does not occur. Without
38/PW battle, Istus may not force your opponent to discard two cards.
Event
Common Cúpula BSW 2010: Pode usar o seu poder quando
Play to cancel the Caravan event card just after it is played. ATACANDO ou DEFENDENDO.
This player may also randomly draw and discard one card from
each opponent's hand. Regra Before Combate: Para ativar seu poder, quando
atacando, é necessária a apresentação do defensor.
Caravan Raiders can only be played when another player
plays Caravan.
Misfortune, Avatar of Ralishaz
43/PW
Icedawn, Avatar of Auril
Cleric/Avatar
39/PW 17
Cleric/Avatar Greyhawk
12 Rare
Forgotten Realms Avatar. A cleric must be discarded to bring Misfortune into
Rare play. Misfortune can replace this player's champion in combat
Avatar. A cleric must be discarded to bring Icedawn into play. at any time. But after that combat, the avatar must be
Icedawn is immune to events, walls, and offensive cleric spells. discarded. Limit one avatar per pool.
Limit one avatar per pool.
Tempest, Avatar of Zeboim
Nightsinger, Avatar of Shar
44/PW
40/PW Cleric/Avatar
Cleric/Avatar 18
13 Dragonlance
Forgotten Realms Rare
Rare Swimmer
Avatar. A cleric must be discarded to bring Nightsinger into Avatar. A cleric must be discarded to bring Tempest into play.
play. Nightsinger can create darkness, halving the levels of the Tempest makes this player's swimmers immune to offensive
opposing champion and his allies (round down). spells, magical items, and artifacts. If the Sea Queen is in play,
Tempest cannot be.
Bonemaster, Avatar of Nerull
41/PW Sirrion, Avatar
Cleric/Avatar 45/PW
15 Cleric/Avatar
Greyhawk 19
Rare Dragonlance
Undead Rare
Avatar. A cleric must be discarded to bring Bonemaster into Avatar. A cleric must be discarded to bring Sirrion into play.
play. Bonemaster makes this player's undead immune to Immune to offensive spells. In battle, Sirrion forces the
offensive spells, magical items, artifacts, and events. opposing champion's magic items and artifacts to be
discarded.
This avatar is a must for a player with na undead deck.
Bonemaster's special power makes all undead in that player's
Mirror, Mirror
pool immune to offensive spells, offensive magical items,
artifacts, and events. However, the avatar itself is not granted 46/PW
these immunities, and is vulnerable to spells and events that Cleric Spell
may cause it to be discarded. Hence, items that grant immunity Common
lo spells and other items, such as the Orb of Power (310/3rd), This spell remains in effect until the end of this player's next
are a good choice to attach to this avatar. The immunity to turn. Mirror, mirror turns all spells against their casters.
offensive spells, offensive magical items, events, and artifacts (Off/3/4)
for undead is conferred to both champions and allies used by
that player. Mirror, Mirror functions like a long-lasting Spell Turning. It is
not a counter-effect card. Unlike Spell Turning, it can only be
Liga BSW: O poder de Bonemaster se aplica a ele mesmo. cast during phase 3 or 4. Like Spell Turning, only offensive
spells are affected.

Powers - Página 235


Rope Trick 5
47/PW Forgotten Realms
Cleric Spell Common Uncommon
Enables this player to end his attack at any time, counting it as Swimmer. Gains 4 levels when opposing another swimmer in
a loss, but returning his champion and allies to his hand. battle. Can cast clerical spells. When attacking or defending a
(Def/4) coastal realm, can cast wizard spells.

Stasis Kirre
48/PW 56/PW
Cleric Spell Monster
Common 5
Play immediately after both champions have been chosen. No Dark Sun
more cards can be played in this round of battle. (Off/4) Uncommon
Psionicist; may use Psionic Power cards. If Kirre is defeated,
Once Stasis is played, only champions (in battle or in pools) his owner may draw one card and add it to his hand.
that are immune to offensive spells can continue to play cards.
Stasis can be dispelled if played immediately as a counter Locathah Champion
effect card. Wish cannot be played on Stasis since it does not 57/PW
have a lasting effect. Monster
Because events are played by the player, not the champion, 4
event cards may continue to be played. Forgotten Realms
Uncommon
Giant Space Hamster Swimmer. All opposing allies lose their special powers.
49/PW
Ally Living Wall
3 58/PW
Uncommon Monster
Every friendly ally played after this one gains 3 levels. 10
Forgotten Realms
Polymorph Other Rare
50/PW This monster absorbs (discards) all champions and allies of
Wizard Spell level 6 or higher. It is immune to artifacts and offensive spells
Common and magical items. Champions, offensive Psionic Powers, and
Replace an opposing champion's power with the power of any allies must be level 5 or less to attack it.
other champion in play. Lasts until dispelled. (Off/3/4)
Only champions and allies with unadjusted levels of 5 or less
can battle the Living Wall. Champions of base level 6 or
Phase Out
greater are automatically defeated. If Living Wall defends
51/PW against Lovely Colleen (22/1st Chase), it automatically loses,
Wizard Spell since the attackers power is activated first. Living Wall is also
Common defeated by the Iron Golem.
This player may not e attacked again until after his next turn. Tyvorg has the power to instantly defeat the Living Wall.
(Def/5) Tyvorg's power takes effect when he is played, so if Tyvorg is
played from the hand to defend against the Living Wall, the
Gith Living Wall is instantly destroyed. Because combat has not
52/PW begun, the attacking player may put forth another champion,
Monster but Tyvorg must continue to defend.
6
Dark Sun Tako
Uncommon 59/PW
Earth-walker. Psionicist; may use Psionic Power cards. Monster
6
Crabman Forgotten Realms
53/PW Uncommon
Monster Swimmer. In combat, the Tako multiplies its level times the
5 level of its lowest ally.
Forgotten Realms
Uncommon Tako multiplies his adjusted level (base level plus magical
Swimmer. In battle, the crabman can force one other player to items and artifacts) at the time the first ally is played by the
contribute an ally to his side. If he has none the power is lowest level ally played with him. Any cards played after the
wasted. After combat, the ally is discarded. first ally are added to Tako's adjusted level.

Aquatic Elf Card Combo: The Ogre loves to combine Tako with the Axe of
54/PW the Dwarvish Lords, which supplies a +8 ally in addition to the
Monster Axe's +3 bonus. Tako's adjusted level with the Axe is 72
4 [(6+3)x8=72].
Forgotten Realms
Uncommon Earth Elemental
Swimmer. No elf champion or ally can oppose him in battle. 60/PW
Becomes level 9 if attacking a coastal realm. Monster
4
Ixitxachitl Dark Sun
55/PW Uncommon
Monster

Powers - Página 236


Earth-walker. In battle, the earth elemental automatically Psionic Power. Usable by psionicist champions. A psionicist
defeats any champion whose card number has a last digit of 3 with this power can be used as an ally. (Off/3/4)
or less.
If the champion is used as an ally, it is discarded after battle
The Earth Elemental defeats any champion with a last digit of just like any other ally.
3 or less, including realm champions.
Brandobaris's Inversion
Skriaxit, Composite Elemental 65/PW
61/PW Rule
Monster AD&D
8 Rare
Forgotten Realms All champions of base level 6 and above are reduced to level
Rare 2. The levels of all others are doubled.
Earth-walker. In battle, Skriaxit forces the opposing champion
and all his allies to fight at half their normal levels (rounded The changes brought about by Brandobaris's Inversion are to
down). champions' base levels. The new levels are base levels.

Mountain Giant Card Combo: With Brandobaris's Inversion in play, cast


62/PW Spectral Dragon. All champions with a base level of 6 and
Monster above (before Brandobaris's Inversion is played) are
5 discarded.
Forgotten Realms
Uncommon Card Combo: Sword of Sharpness is very effective with
Earth-walker. Reflects all Psionic Powers back to the projector. Brandobaris's Inversion in play, instantly defeating champions
with a base level of 3 or less.
The Mountain Giant reflects Psionic Powers back at the
original projector. This reflection only occurs when the Card Combo (from Shadowlord's Spellfire Page): With
Mountain Giant is the target of the Psionic Power. Brandobaris's Inversion in play, play Supernatural Chill. All
champions with a base level of 6 and above (before
The special power of the Mountain Giant is similar to the cleric Brandobaris's Inversion is played) are discarded.
spell Psionic Reflection (IH/RR Chase). Whenever a psionic
power card or champion's special psionic power is used Card Combo (from The Dragon's Horde - Spellfire Home
against this giani, ii N reflected back at the user. Page): With Brandobaris's Inversion in play, the following
cards are particularly effective:
Grippli  The Midas Orb: No one of a base level 3 or lower
63/PW can face the attached champion
Monster  Wearbear: The champion is immune to the powers
3 of champion’s base level 6 or less, as well as their
Forgotten Realms attached cards.
Uncommon  Nemon Hotep: The champion discards all
Swimmer. The Grippli can use any magical item, with its champions base level 5 or less, win or lose.
highest level bonus.
 Inertial Barrier: Champions base level 6 or lower
can't attack the player's realms.
When Grippli uses a magical item with different level bonuses
depending on certain conditions, the Grippli always gets the  Sri Raji: Same as above, but only for one realm.
highest possible bonus. Examples of such magical items are  Bilago Lumen: The champion kills anyone equal or
Sword of the Black Flame (+3, +7 if attached to undead), Staff lower than his adjusted level. Since he is level 5, he
of Striking (+3, +5 if attached to a cleric), and the Axe of already has an advantage.
Friendship (+2, +6 if the Sword of Friendship is in play). In
each of these cases, Grippli would get the higher bonus. The new levels assigned to champions are considered to be
Grippli always gets the full +10 bonus from Hero's Chalice, not new base levels.
just when defending.
Magical items with variable bonuses also carry the maximum Energy Containment
possible level when attached to Grippli. For example, the 66/PW
Wand of Wonder calls for the player to draw and discard a Psionic Power
card. The last digit of the drawn card is the level bonus of the 3
Wand. When attached to Grippli, a card is still drawn and Common
discarded, but the level bonus of the Wand is always +9. Psionic Power. Usable by psionicist champions. Until the end
Grippli can use any magical item, regardless of restrictions, of the turn, the psionicist with this power is immune to all cards
such as Sword of the High King. calling for a reduction of level(s). (Def/4)
Since the Grippli always receives the highest possible level
bonus, assume that any card designated as “?” grants him the
Complete Healing
maximum possible level bonus. Likewise, if a magical item’s
special power requires a “draw and discard” to determine its 67/PW
level, assume that the card drawn is the most beneficial (a “9” Psionic Power
in most instances). Note that the card is still drawn, even Common
though the numerical bonus indicated by the card is not Psionic Power. Usable by psionicist champions. The psionicist
followed. champion using this power may retrieve three allies from his
discard pile and return them to his hand. (Def/3/4)
Chameleon Power
Wheel of Fate
64/PW
Psionic Power 68/PW
1 Rule
Common AD&D
Rare

Powers - Página 237


At the start of this player's turns, all players draw a card and Psionic Power. Usable by psionicist champions. For this round
discard it, except for the card with the lowest first digit. Upon of battle, change all of an opponent's magical item and artifact
drawing his last card, each player shuffles his discards to form levels to +1 and negate all of their special powers. (Off/4)
a new draw pile.
Repugnance
Teleport Trigger 76/PW
69/PW Psionic Power
Psionic Power 4
2 Common
Common Psionic Power. Usable by psionicist champions. Used in battle,
Psionic Power. Usable by psionicist champions. Place this this power forces all allies of the opposing champion to join the
card under one of your realms; it acts as a holding. When this user's side. (Off/4)
realm is attacked, you may switch it with any other in your
formation. Switched realms remain in their new places This power card forces all opposing allies to switch sides
afterward. (Def/3) during a battle. This only includes allies playc-d up to that point
in battle, and not any played after Repugnance. The addition
Molecular Rearrangement to the switched allies and the +4 bonus of the power card, this
70/PW psionic power is formidable against someone who plays many
Psionic Power allies. I f the opposing champion is immune to the.' effects of
Common psionics, this immunity is conferred to his allies and
Psionic Power. Usable by psionicist champions. Discard all Repugnance has no effect. This card can also be play to
magical items and artifacts in play. (Off/3/4) switch back allies' that have already been stolen by such cards
as the Shield of Wickedness (316/3rd), the Amulet of the Beast
(64/RL), or another Repugnance power card.
Telekinesis
71/PW
Mind Thrust
Psionic Power
4 77/PW
Common Psionic Power
Psionic Power. Usable by psionicist champions. The wielder 4
may steal the use of one magical item or one artifact in play Common
anywhere. That card returns to its owner's hand afterward. Offensive
(Off/3/4) Psionic Power. Usable by psionicist champions.

Mind Shield Sea Queen, Avatar of Zeboim


72/PW 78/PW
Psionic Power Cleric/Avatar
3 11
Common Dragonlance
Psionic Power. Usable by psionicist champions. When cast, it Rare
makes its player immune until the end of his next turn to all Swimmer
cards that look at his draw pile or hand. (Def/3/4/5) Avatar. Discard a cleric to bring the Sea Queen into play. She
The +3 bonus granted by this card lasts until the stated makes swimmers of all this player's champions and allies and
duration has expired, regardless of when the power is used. may reclaim one magical item each turn as it is discarded. If
Tempest is in play, the Sea Queen cannot be.
Molecular Agitation
Kiri, Avatar of Kiri-Jolith
73/PW
Psionic Power 79/PW
3 Cleric/Avatar
Common 14
Psionic Power. Usable by psionicist champions. All magical Dragonlance
items and artifact of the opposing champion are discarded. Rare
(Off/4) Avatar. A cleric must be discarded to bring Kiri into play. In
combat, Kiri negates all special powers of all champions in
play. Limit one avatar per pool.
Control Wind
74/PW Kiri's power activates immediately upon entering combat, even
Psionic Power before an opposing attacker's special power activates. Kiri can
4 therefore defend against champions such as the Living Wall,
Common that would normally instantly defeat an opposing champion.
Psionic Power. Usable by psionicist champions. Negates for Kiri retains his own special power while in combat.
this player the effect of all spells, events, champion powers,
and rule cards until the end of his next turn. (Def/3/4/5)
Shadair Mesker
All spells, events, champion powers, and rule cards are 80/PW
negated for this player. Unfortunately, defensive spells, helpful Cleric
events, and beneficial champion powers are also negated for 9
this player. Control Wind is subject to Wish. Dark Sun
Control Wind is not a counter-effect card. Uncommon
Shadair can use wizard spells, and Psionic Power cards.
Cause Decay
Mental Barrier
75/PW
Psionic Power 81/PW
3 Psionic Power
Common 1
Common

Powers - Página 238


Psionic Power. Usable by psionicist champions. For the Psionic Power. Usable by psionicist champions. Doubles the
remainder of this battle, all offensive Psionic Powers used levels of all allies played on this champion. (Def/4)
against this champion become +2 and have no extra abilities.
(Def/4) Summon Planar Creature
90/PW
Tower of Iron Will Psionic Power
82/PW 1
Psionic Power Common
3 Psionic Power. Usable by psionicist champions. The user may
Common search his draw deck for one champion of level 6 or less to aid
Psionic Power. Usable by psionicist champions. User becomes him in this battle. Reshuffle the draw deck afterward. (Def/4)
immune to offensive Psionic Powers until the beginning of his
next turn. The champion selected is treated as an ally and is discarded
after battle, win or lose.
Intellect Fortress
83/PW Graft Weapon
Psionic Power 91/PW
1 Psionic Power
Common 4
Psionic Power. Usable by psionicist champions. Until the end Common
of his next turn, the user of this power is immune to all Psionic Power. Usable by psionicist champions. In combat, the
offensive spells, magical items, and Psionic Powers except user of this power can use the level and effects of one magical
those of avatars. (Def/3) item or artifact in another player's pool. (Def/4)

The +1 bonus granted by this card lasts until the stated Melt Stone
duration has expired, regardless of when the power is used. 92/PW
Cleric Spell
Control Flames 3
84/PW Common
Psionic Power The opposing champion is reduced in level to +3, and his allies
4 to +1, for the duration of this combat. (Off/4)
Common
Psionic Power. Usable by psionicist champions. This champion The powers of Melt Stone apply to cards played before and
may force the discard of one non-champion card with the word after Melt Stone has been played.
flame or fire in its title. (Def/4)
Psionic Blast
Psychic Storm 93/PW
85/PW Psionic Power
Rule 8
AD&D Common
Rare Offensive
No Psionic Power cards or artifacts may be played. Psionic Power. Usable by psionicist champions.

While prohibiting the play of new Psionic Power cards, Psychic Psionic blast is an offensive Psionic Power.
Storm does not affect powers already in play.
Magnify
Nullify Magic 94/PW
86/PW Psionic Power
Rule 1
AD&D Common
Rare Psionic Power. Usable by psionicist champions. A champion
No wizard or clerical spells may be played. using this power doubles his level for the duration of this battle.
(Def/4)
Mind of the Avatar
87/PW The Spellfire Reference Guide Volume II incorrectly indicates
Rule that base level is doubled. It is the adjusted level that is
AD&D doubled.
Rare A champion who uses this Psionic Power doubles his adjusted
All avatars can use Psionic Power cards. level at the time the power is played.

Gift of the Avatar Probability Travel


88/PW 95/PW
Rule Psionic Power
AD&D 4
Rare Common
Only clerics may use Psionic Power cards. Psionic Power. Usable by psionicist champions. This power
allows its user and his allies to attack any realm, regardless of
its position. (Def/3)
Intensify
89/PW
Banishment
Psionic Power
1 96/PW
Common Psionic Power

Powers - Página 239


2 Chase
Common Realm
Psionic Power. Usable by psionicist champions. No allies can AD&D
be played against a psionicist champion using this power. Any psionicist champion defending the Crystal Sphere doubles
(Off/3/4) his level.

When this card is played, any opposing allies are discarded Rock of Bral
and the opponent can play no more allies for the remainder of 2/PW
the round. Chase
Holding
Create Object AD&D
97/PW Can be attached to any realm. Any defender is considered a
Psionic Power psionicist champion. If attached to the Crystal Sphere, it adds
1 +6 to the defender's level.
Common
Psionic Power. Usable by psionicist champions. The user can Unipsi
look through his draw pile and select any single magical item 3/PW
or artifact to play immediately. Reshuffle the draw pile Chase
afterward. (Def/3/4) Artifact
AD&D
Psychic Lock Usable by any avatar. An avatar with this artifact attached can
98/PW use any number of artifacts from any worlds.
Psionic Power
Common This artifact allows an avatar to avoid the world restrictions of
Psionic Power. Usable by psionicist champions. Ends combat. artifacts, but any other restrictions must still be met.
Both champions return to their pools; all other cards are
discarded. The battle is a draw; there are no spoils. (Off/4) The Inverter
4/PW
In the case of one champion being immune to offensive Chase
Psionic Powers, the Spellfire Reference Guide Volume II Artifact
incorrectly indicates that the battle is over with no victor. AD&D
However, if Psychic Lock is played by a defender against an Usable by any wizard. This artifact enables wizards to use
attacker who is immune to offensive psionics, the defender Psionic Power cards.
returns to his pool and the attacker is victorious and may
continue the battle with another champion. If Psychic Lock is
Royal Conscription/Tax Levy
played by an attacker against a defender who is immune to
psionics, the battle ends and the attacker's turn moves to 5/PW
phase 5. Chase
If Psychic Lock is played by a defender against an attacker Event
who is immune to offensive psionics, the defender returns to All opponents of this player must skip step 3 of their turns until
his pool and the attacker is victorious. If played by an attacker the beginning of this player's next turn.
against a defender who is immune to psionics, the battle ends
and the attacker’s turn moves to phase 5. Fate's Promise
6/PW
Life Draining Chase
99/PW Magical Item
Psionic Power 6
2 This sword negates all spells cast by the opposing champion.
Common (Def)
Psionic Power. Usable by psionicist champions. Automatically
defeats undead champions and allies. (Off/4) Fate's Promise negates all spells, including defensive spells,
cast by an opposing champion in combat.
Dimensional Door
Bando's Whitestone
100/PW
Psionic Power 7/PW
Common Chase
Psionic Power. Usable by psionicist champions. Forces the Artifact
attacker to redirect his attack to any other realm in play, AD&D
ignoring its placement and special powers during the battle. Usable by any psionicist champion. This artifact enables
(Off/4) psionicists to cast wizard spells.

Dimensional Door is played by a psionicist in the defending Quill Pen of the Planes
player's pool after an attacking champion comes forward. The 8/PW
round then continues with the same attacker and any attached Chase
cards. If the attack is shifted to a realm in another player's Artifact
formation, a defender must be brought forward by the player +4
whose realm is now under attack or the realm is razed. AD&D
The card states that the attack may be shifted "to any other The attached champion may duplicate the effect of any one
realm in play," however; the attack cannot be redirected to one spell, Psionic Power card, or psionicist champion power in play
of the attacker's realms.
The Quill Pen of the Planes can be used once per turn to
Crystal Sphere duplicate the effects of any OPPONENT'S spell, psionic power
1/PW card, It operates in a similar fashion to the way Bell of Might
duplicates events the use of this artifact is secondary to that of

Powers - Página 240


the effect it is trying to copy. Quill Pen continues to duplicate a Any monster with this shawl is immune to all offensive spells,
particular spell, psionic power card, or psionicist champion offensive magical items, and artifacts specifically directed at
power until phase 3 of the player's turn, at which time a new monsters. (Def)
spell, power, or psionicist can be copied. If the Quill Pen is not
used during a player's phase 3 to copy a champion power, it Sirrion's Brooch
may be used later to copy a spell or psionic power card when 12/PW
such card is played. Chase
If the Quill Pen is used to duplicate a spell, a player with Magical Item
Mulmaster in play can draw a card for both the original spell 1
and the duplicated spell. Usable only by clerics. Grant immunity from all offensive
The Quill Pen cannot be used to duplicate a player's own spell. spells, offensive magical items, and artifacts. (Def)
When used to duplicate a psionicist's power, it is considered
defensive in nature. The copied power can therefore be used
Psionicist Bracelet
against a champion that is immune to artifacts. Only one
psionicist can be copied at a time. 13/PW
The artifact's +4 bonus remains after it has been used to copy Chase
a spell or power. Magical Item
If the Quill Pen is used to duplicate Wish, and the target of the Usable only by a psionicist champion. No wizard spells may be
duplicated Wish is a dungeon card, the Quill Pen and the cast during any combat with this champion. (Off)
champion to which it is attached are removed from the game
(sent to the Void). Psionicist Anklet
The Quill pen allows you to copy any one card in play. If you 14/PW
choose to copy a spell or Psionic Power card, you may Chase
reselect what Quill Pen is copying each turn. Magical Item
Usable only by psionicist champion. No cleric spells may be
Cúpula BSW 2008: Mesmo que o Quill Pen seja descartada cast during any battle with this champion. (Off)
por efeito de uma magia, carta de poder psiônico ou poder de
campeão psiônico, seu possuidor pode copiar e usar o poder Psionatrix
da cópia antes de ser descartado. 15/PW
Chase
Cúpula BSW 2011: Pode copiar o poder de campeões Rule
psiônicos de qualquer jogador, inclusive os seus, podendo AD&D
copiar o poder de campeão psiônico a qualquer momento, The Psionatrix reduces all psionicists to half their normal levels
mesmo se ele não tiver usado. (round down) and prevents the use of their powers and Psionic
Liga BSW (ROC 5-2011): Quill Pen funciona como o feitiço Power cards.
Double Trouble (90/DL) onde se copiar o poder do campeão Antimagic Cloud
de seu próprio jogador no momento que utilizá-lo agirá sobre 16/PW
o mesmo alvo duas vezes. Ex: Lyr of the Mistis, quando Chase
atacando se duplicado seu poder durante o ataque descartará Rule
o mesmo campeão duas vezes. AD&D
While the antimagic cloud is in effect, all spells, magical items,
The Tantelear artifacts, and champion abilities (except psionicists') are
9/PW nullified.
Chase
Artifact If Ellorelloran is brought into play while Antimagic Cloud is in
AD&D play, the rule card is discarded.
Usable by any champion. This artifact generates a wild talent. While in play, this card negates the use of all spells (offensive
It allows the attached champion to duplicate the power of any or defensive), magical items, artifacts, and champion's special
one psionicist champion currently in play. powers — with the exception of psionicists. This card does not
affect unarmed combat cards or blood abilities, though it may
Powers gained through the Tantelear are in addition to the prevent certain champion's from using them, if that ability is
attached champion's own powers. listed in the champion's text box. Because Antimagic Cloud
negates spells and .special powers, neither Wish (46/FR) nor
Cúpula BSW 2011: Não pode copiar o poder do campeão a Ellore!loran (93/UD) can be used to discard the rule card.
ele anexo However, the event Genie Bottle (436/3rd) does rid the game
of Antimagic Cloud.
Champions like the Gith and Kirre from this set retain their
Boragh's Ring
powers since they are marked Psionicist.
10/PW
Chase Cúpula BSW 2008: Esta carta NÃO nega o ÍCONE de
Magical Item campeões, ou seja, não inabilita o campeão de ser mago,
2 clérigo, regente, ladrão, etc...
Allows monsters to use Psionic Power cards, but the psionic
card's levels are all reduced to +2. (Def)
Poisoned Water
A Psionic Power card of bonus level +1 or with no bonus does
not change. 17/PW
Chase
Rule
Shawl of Mordenheim
AD&D
11/PW Discard all swimmers in pools; no new swimmers may be put
Chase into play.
Magical Item
2
The Ultimate Rule Card
Chase
18/PW

Powers - Página 241


Chase AD&D
Rule Chase
AD&D Play at the beginning of your turn to cancel the Ultimate Rule
Played at the beginning of the player's turn, this card is not Card. Both cards are sent to the Abyss (taken out of play).
discarded. It affects all players and remains in effect until the Limit one per deck.
end of the game.
No new rule card can be played. Avatar's Edict
Note the different wording in the first paragraph of this rule 20/PW
card. Even if the Ultimate Rule Card is removed from play, Chase
such as with Wish, Ellorelloran, or Gib Kcir, no new rule card Rule
can be played for the remainder of the game. AD&D
A player can play Control Wind, which negates a rule card, and Avatars can be played without discarding clerics.
then play another rule card to remove the Ultimate Rule Card.
Cosmic Intervention This rule card allows avatars to be played without discarding a
19/PW cleric.
Chase
Rule
Avatars such as Shar that require cards in addition to a cleric
to be discarded still have these other requirements.

Powers - Página 242


TU
UNDERDARK
UnderAthas This realm extends under opponents' DRAGONLANCE
1/TU realms, allowing them to be attacked by this player's
Realm champions and allies, regardless of position or restrictions.
Dark Sun
Common This realm allows the player to attack an opponent's
This realm extends under opponents' DARK SUN realms, Dragonlance realms that could otherwise not be attacked due
allowing them to be attacked by this player's champions and to movement restrictions (e.g. only flyers or swimmers can
allies, regardless of position or restrictions. attack). This realm does not allow a player to circumvent other
restrictions, such as champion type (e.g. only dragons can
This realm allows the player to attack an opponent's Dark Sun attack), of a realm being attacked.
realms that could otherwise not be attacked due to movement
restrictions (e.g. only flyers or swimmers can attack). This Cúpula BSW 2011: Deve ser considerada restrição de reino
realm does not allow a player to circumvent other restrictions, qualquer poder especial que dificulte o ataque, sem distinção
such as champion type (e.g. only dragons can attack), of a entre restrições de movimento (voador, nadador e cavador),
realm being attacked. de classe (mago, clérigo, herói, etc.), de raça (gigantes,
mortos-vivos. etc.) ou qualquer outra.
Cúpula BSW 2011: Deve ser considerada restrição de reino
qualquer poder especial que dificulte o ataque, sem distinção The Bipolar Triumvirate
entre restrições de movimento (voador, nadador e cavador), 4/TU
de classe (mago, clérigo, herói, etc.), de raça (gigantes, Realm
mortos-vivos. etc.) ou qualquer outra. AD&D
Uncommon
The Unipolar Triumvirate Adds a +6 underdark ally to all champions of this player when
2/TU attacking and negates the ally gained from the Unipolar
Realm Triumvirate. This ally is negated by the Tripolar and Ultimate
AD&D Triumvirates unless in the same player's formation.
Common
Each Triumvirate realm in a player's formation provides a
Adds a +3 Underdark ally to all champions of this player when separate ally. Each Triumvirate realm provides its ally, as long
attacking. The ally is negated by any other Triumvirate realm in as there is not a more powerful Triumvirate realm in an
play unless in the same player's formation. opponent's formation. If there is a more powerful Triumvirate
realm in an opponent's formation, the player's Triumvirate
Each Triumvirate realm in a player's formation provides a realm allies are negated.
separate ally. Each Triumvirate realm provides its ally, as long All Triumvirate allies are negated if Lair of the Shadowdrake is
as there is not a more powerful Triumvirate realm in an in play.
opponent's formation. If there is a more powerful Triumvirate The three Cavern holdings are useful additions to decks with
realm in an opponent's formation, the player's Triumvirate Triumvirate realms. The Unipolar Cavern holding makes the
realm allies are negated. ally provided by the realm to which it is attached to immune to
All Triumvirate allies are negated if Lair of the Shadowdrake is offensive spells. The Bipolar Cavern holding allows the
in play. attached realm's ally to have any racial or movement
The three Cavern holdings are useful additions to decks with characteristics the player chooses. This is very helpful for
Triumvirate realms. The Unipolar Cavern holding makes the attacks on realms with movement restrictions. The Tripolar
ally provided by the realm to which it is attached to immune to Cavern holding allows Triumvirate allies to be used for
offensive spells. The Bipolar Cavern holding allows the defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar
attached realm's ally to have any racial or movement Cavern affects allies provided by all of a player's Triumvirate
characteristics the player chooses. This is very helpful for realms, not just the Triumvirate realm to which it is attached.
attacks on realms with movement restrictions. The Tripolar
Cavern holding allows Triumvirate allies to be used for Cúpula BSW 2009: Aliados Triumvirates, são como cartas
defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar geradas, do tipo ícone Aliados, eles sofrem as mesmas
Cavern affects allies provided by all of a player's Triumvirate conseqüências de qualquer carta anexada ao campeão, ou
realms, not just the Triumvirate realm to which it is attached. seja, podem trocar de lado, ser descartados, enviadas ou
limbo, abismo, etc.
Cúpula BSW 2009: Aliados Triumvirates, são como cartas
geradas, do tipo ícone Aliados, eles sofrem as mesmas Cúpula BSW 2010: Aliados fornecidos por reinos
conseqüências de qualquer carta anexada ao campeão, ou Triumvirates, não entram automaticamente em batalha,
seja, podem trocar de lado, ser descartados, enviadas ou devendo ser anexados somente se forem necessários.
limbo, abismo, etc.
Cúpula BSW 2010: Aliados fornecidos por reinos The Underdark
Triumvirates, não entram automaticamente em batalha, 5/TU
devendo ser anexados somente se forem necessários. Realm
AD&D
UnderKrynn Rare
3/TU This realm extends under all opponents' realms that have
Realm attached holdings, allowing the realms to be attacked by this
Dark Sun player's champions and allies, regardless of position or
Common restrictions.
This realm allows the player to attack an opponent's realms
with holdings that could otherwise not be attacked due to

Underdark - Página 243


movement restrictions (e.g. only flyers or swimmers can 8/TU
attack). This realm does not allow a player to circumvent other Realm
restrictions, such as champion type (e.g. only dragons can Greyhawk
attack), of a realm being attacked. Common
This realm extends under opponents' GREYHAWK realms,
Cúpula BSW 2011: Deve ser considerada restrição de reino allowing them to be attacked by this player's champions and
qualquer poder especial que dificulte o ataque, sem distinção allies, regardless of position or restrictions.
entre restrições de movimento (voador, nadador e cavador),
de classe (mago, clérigo, herói, etc.), de raça (gigantes, This realm allows the player to attack an opponent's Greyhawk
mortos-vivos. etc.) ou qualquer outra. realms that could otherwise not be attacked due to movement
restrictions (e.g. only flyers or swimmers can attack). This
The Tripolar Triumvirate realm does not allow a player to circumvent other restrictions,
6/TU such as champion type (e.g. only dragons can attack), of a
Realm realm being attacked.
AD&D
Rare Cúpula BSW 2011: Deve ser considerada restrição de reino
Adds a +9 Underdark ally to all champions of this player when qualquer poder especial que dificulte o ataque, sem distinção
attacking and negates the ally gained from the Unipolar and entre restrições de movimento (voador, nadador e cavador),
bipolar Triumvirates. This ally is negated by the ultimate de classe (mago, clérigo, herói, etc.), de raça (gigantes,
Triumvirate unless in the same player's formation. mortos-vivos. etc.) ou qualquer outra.

Each Triumvirate realm in a player's formation provides a UnderDread


separate ally. Each Triumvirate realm provides its ally, as long 9/TU
as there is not a more powerful Triumvirate realm in an Realm
opponent's formation. If there is a more powerful Triumvirate Ravenloft
realm in an opponent's formation, the player's Triumvirate Common
realm allies are negated. This realm extends under opponents' RAVENLOFT realms,
All Triumvirate allies are negated if Lair of the Shadowdrake is allowing them to be attacked by this player's champions and
in play. allies, regardless of position or restrictions.
The three Cavern holdings are useful additions to decks with
Triumvirate realms. The Unipolar Cavern holding makes the This realm allows the player to attack an opponent's Ravenloft
ally provided by the realm to which it is attached to immune to realms that could otherwise not be attacked due to movement
offensive spells. The Bipolar Cavern holding allows the restrictions (e.g. only flyers or swimmers can attack). This
attached realm's ally to have any racial or movement realm does not allow a player to circumvent other restrictions,
characteristics the player chooses. This is very helpful for such as champion type (e.g. only dragons can attack), of a
attacks on realms with movement restrictions. The Tripolar realm being attacked.
Cavern holding allows Triumvirate allies to be used for
defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cúpula BSW 2011: Deve ser considerada restrição de reino
Cavern affects allies provided by all of a player's Triumvirate qualquer poder especial que dificulte o ataque, sem distinção
realms, not just the Triumvirate realm to which it is attached. entre restrições de movimento (voador, nadador e cavador),
de classe (mago, clérigo, herói, etc.), de raça (gigantes,
Cúpula BSW 2009: Aliados Triumvirates, são como cartas mortos-vivos. etc.) ou qualquer outra.
geradas, do tipo ícone Aliados, eles sofrem as mesmas
conseqüências de qualquer carta anexada ao campeão, ou The Burning Cavern
seja, podem trocar de lado, ser descartados, enviadas ou 10/TU
limbo, abismo, etc. Holding
Dark Sun
Cúpula BSW 2010: Aliados fornecidos por reinos Uncommon
Triumvirates, não entram automaticamente em batalha, Ancient magic from Athas's Blue Age decrees that this player's
devendo ser anexados somente se forem necessários. allies are immune to psionic power cards.

UnderToril The Unipolar Cavern


7/TU 11/TU
Realm Holding
Forgotten Realms AD&D
Common Common
This realm extends under opponents' FORGOTTEN REALMS If attached to any Triumvirate realm, the Underdark ally gained
realms, allowing them to be attacked by this player's from the realm is immune to offensive spells.
champions and allies, regardless of position or restrictions.
While this holding can be attached to any AD&D realm, it is
This realm allows the player to attack an opponent's Forgotten only useful if attached to a Triumvirate realm (Unipolar
Realms realms that could otherwise not be attacked due to Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or
movement restrictions (e.g. only flyers or swimmers can Ultimate Triumvirate).
attack). This realm does not allow a player to circumvent other The Unipolar Cavern makes the ally provided by the attached
restrictions, such as champion type (e.g. only dragons can Triumvirate realm immune to offensive spells. Only the ally
attack), of a realm being attacked. from the attached realm is immune. Allies from any other
Triumvirate realms in the player's formation are not immune,
Cúpula BSW 2011: Deve ser considerada restrição de reino so the Cavern should be attached to the most powerful
qualquer poder especial que dificulte o ataque, sem distinção Triumvirate realm in the player's formation.
entre restrições de movimento (voador, nadador e cavador),
de classe (mago, clérigo, herói, etc.), de raça (gigantes,
Subterranean Seas
mortos-vivos. etc.) ou qualquer outra.
12/TU
Holding
UnderOerth
Dark Sun

Underdark - Página 244


Uncommon The dark powers, in a twist of fate, decree that this player's
The stormy underdark of Krynn grants this player's allies the attacking champions are immune to the powers of all
ability to become swimmers. RAVENLOFT allies.

The Bipolar Cavern God's Plague


13/TU 19/TU
Holding Event
AD&D Rare
Uncommon All avatars in pools are destroyed. Immune to Limited Wish.
If attached to any Triumvirate realm, the Underdark ally gained (Harmful)
from the realm can be dwarves, elves, earthwalkers, flyers,
swimmers, or undead, as needed. When God's Walk
20/TU
While this holding can be attached to any AD&D realm, it is Event
only useful if attached to a Triumvirate realm (Unipolar Rare
Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or All avatars must attack until this player's next turn: avatars
Ultimate Triumvirate). must be used first in defense. If unable to attack they are
The Bipolar Cavern gives the ally provided by the attached discarded. (Harmful)
Triumvirate realm the racial or movement power to reach
virtually any opposing realm. Only the ally from the attached
Drow Justice
realm is affected, so the Cavern should be attached to the
most powerful Triumvirate realm in the player's formation. 21/TU
Event
Rare
The North Wind
Played during combat, all champions and allies in the battle
14/TU who are not elves (including drow) or dragons are discarded. If
Artifact both champions are slain, the battle is over with no victors.
AD&D (Harmful)
Common Note the wording of the card, Drow Justice can only be played
Usable only by an AD&D avatar. The attached champion and during combat.
its allies can attack any realm, regardless of position or
restrictions. If victorious, the realm is automatically razed.
Memory Moss
22/TU
The Tripolar Cavern
Event
15/TU Rare
Holding This creeping fungus purges a spell caster of its spells. All
AD&D spells currently held by the targeted player are discarded, and
Uncommon the affected champion cannot cast spells until the event is
If attached to any Triumvirate realm, this player's Underdark removed.
allies gained from Triumvirate realms can also be used to
defend.
The East Wind
While this holding can be attached to any AD&D realm, it is 23/TU
only useful if attached to a Triumvirate realm (Unipolar Artifact
Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or Dark Sun
Ultimate Triumvirate). Common
If attached to any Triumvirate realm, the Tripolar Cavern allows Usable only by a DRAGONLANCE avatar. The attached
the allies provided by all Triumvirate realms in player's champion and its allies can attack any "eastern" realm (to this
formation to be used to defend, as well as attack. Because the player's right), regardless of position or restrictions.
allies from all of the player's Triumvirate realms are affected,
the Cavern can be attached any Triumvirate realm in the The Forest Oracle
player's formation. 24/TU
Event
Echoes From the Deep Uncommon
16/TU This player's realms that show trees are protected from being
Holding razed or destroyed by spells and events until the end of his
Forgotten Realms next turn. (Helpful)
Rare
The magic of the Deep seeps upward, rendering this player's Pesquisa Brasil 2010: Foi tornado uma carta counter,
allies immune to psionic power cards. podendo usar seu poder a qualquer momento

Cavern of the Gods Mika's Magic Ban


17/TU 25/TU
Holding Event
Greyhawk Uncommon
Uncommon All spellcasting champions (except Mika the Wolf Nomad)
The ancient power of the gods bestows immunity to this cannot cast spells until the end of this player's next turn.
player's defending allies against the special powers of (Harmful)
champions.

The Dread Chamber Mika's Dragon Charm


18/TU 26/TU
Holding Event
Ravenloft Common
Uncommon

Underdark - Página 245


Until the end of his next turn, only this player may attack or The helmet of Selnor is a magical item used to "steal" one
defend with dragons. (Harmful) opposing champion to use as an ally at any time during a
battle where this magical item is present. Whether the
Mika's Undead Ward champion with the Helmet wins or loses, the "stolen" hero or
27/TU cleric returns to his pool; however, any attached magical items
Event or artifacts are discarded. This is a great way to get items
Common discarded from opposing champions not immune to offensive
This player's undead champions and allies are protected until magical items.
the end of this player's next turn. Cards that specifically harm A champion borrowed as an ally lends both its level bonus and
the undead have no effect. (Harmful) special powers to a round of battle. For example, if the Lovely
Colleen (22/1st Chase) was borrowed she would lend a +7
bonus to combat, and any opposing monster would be
Amulet of Protection From Artifacts
instantly defeated. In addition, any magical items attached to
28/TU Colleen that can also be used, though they would be discarded
Magical Item afterwards. A player can borrow one of his own champions
2 with this magical item.
Rare
The attached champion is immune to the effects of all artifacts.
Necklace of Protection
The champion with the amulet is not effected by opponent's 34/TU
artifacts. Opponent's artifacts retain their defensive powers. Magical Item
2
Rare
Armor of Dispel Magic
The attached champion (but not its allies) is immune to the
29/TU special powers of all avatars.
Magical Item
3 The champion with the necklace is immune to any avatar
Common powers that effect the champion.
Once per turn, the attached champion can dispel one spell
cast against another player. The champion must then attack on
Black Snail of Shnai
its turn or be discarded.
35/TU
The power of this item functions just like a Dispel Magic spell. Magical Item
It can in turn be dispelled. Uncommon
The Spellfire Reference Guide Volume II incorrectly infers that Cannot be played on an undead champion. If the attached
the Armor can be used to dispel a spell directed at the owning champion is killed in battle, it returns at the end of the player's
player. As the card states, the Armor's power only works on next turn as an undead champion. Powers and abilities remain
spells directed at another player. unchanged.

The Black Snail is discarded after it is used to bring back a


Cloak of the Gargoyle
defeated champion as an undead champion, since the Snail
30/TU cannot be attached to an undead champion.
Magical Item
3
Shovel of Gravedigging
Common
The attached champion is immune to wizard spells. If defeated 36/TU
in battle, the champion returns to its pool, stripped of all Magical Item
attachments. 2
Common
If used by an undead champion, its allies gain an additional +2.
Dori's Obsidian Steed of Wondrous Power
If the allies are also undead, they gain +4.
31/TU
Magical Item
Hornung's Guess
4
Uncommon 37/TU
Created by Dori's friend Drawmij, this item lets the attached Wizard Spell
champion and its allies attack any realm. Uncommon
The might of Hornung is such that this spell can be cast at any
time. Thisplayer can look at one other player's hand and
Goibhniu's Warhammer
discard one realm.
32/TU
Magical Item
Hornung's Baneful Deflector
Rare
Usable only by champions of level 12 or higher, the hammer 38/TU
automatically kills any wizard or psionicist. If the champion's Wizard Spell
level falls below 12, the hammer is discarded. Common
This player's champion and its allies are immune to the special
powers of allies for this round of combat.
Helmet of Selnor
33/TU
Maximillian's Earthen Grasp
Magical Item
Rare 39/TU
Once per turn, may charm a hero or cleric into acting as an ally Wizard Spell
to the attached champion. Regardless of outcome, the Common
charmed champion returns to its pool stripped of attachments. Cast only on a hero. The affected champion cannot attack or
defend until the end of its owner's next turn.
The target of the charm must be in a pool. An opponent in
battle cannot be charmed. Shattered Glass
40/TU

Underdark - Página 246


Wizard Spell A player with the Herald of Mei Lung is immune to Summon
Rare Undead.
Opponent cannot play one specified type of card (cleric or Summoned champions use their level bonus and special
wizard spells, psionic power cars, allies, magical items, powers in addition to those of any attached cards.
artifacts, or events) for this round of battle. Any already in play
are discarded. Warband Quest
47/TU
Lorloveim's Creeping Shadow Cleric Spell
41/TU Common
Wizard Spell Cast only by champions of level 13+. Each champion in one
Common pool gains 4 levels until the player's next turn. The spell may
The caster's shadow creeps around the table, letting him see be continued each turn by discarding a realm.
all cards concealed under realms or face down in pools.
The Spellfire Reference Guide Volume II incorrectly indicates
Locate Creature that the champion's base level is increased. It is the adjusted
42/TU level that is increased.
Wizard Spell The levels added to the champions in a single pool increase
Uncommon those champions’ adjusted levels.
Allows the caster to see all allies of a specific type
(earthwalkers, flyers, swimmers, or undead) held in players' Wolf Spirits
hands. Discard one card of that type from each opponent. 48/TU
Cleric Spell
Summon Lycanthrope Uncommon
43/TU Cast only by champions level 13+, this spell creates an ally
Wizard Spell equal to the base level of the caster. The wolf spirits devour an
Common equal number of points of opposing allies.
All cards in players' hands that specify werebeasts or
lycanthropes (except realms and holdings) must be played to Stalker
aid the caster. Discard summoned cards after use. 49/TU
Cleric Spell
Werebeast or lycanthrope champions that are summoned are Rare
treated like allies during battle and are discarded after the Cast only by champions of level 13+, this spell creates a
round. permanent ally to guard one realm. The stalker's level is equal
Champions can be summoned by the spell. In this case, they to the number of champions in the caster's pool If the player's
work as allies and are discarded along with other cards at the pool is discarded, the ally is lost. (Def/3/4)
end of the round of battle.
The South Wind
Mind Fog 50/TU
44/TU Artifact
Wizard Spell Forgotten Realms
Uncommon Common
Cast on one player's pool. All spellcasters and psionic power Usable only by a FORGOTTEN REALMS avatar. The attached
card users in that pool cannot cast spell or use psionic power champion and its allies can attack any "southern" realm
cards until the end of that player's next turn. (opposite this player), regardless of position or restrictions.
This artifact is only useful if there is an opponent directly
Mind Fog must be immediately dispelled or turned (counter- across from you.
effect), otherwise its power takes effect and the affected player
can no longer cast spells. Animal Horde
Dispel Magic can only be played if it is played immediately in 51/TU
response to this spell. Once this “Spell Pause” has passed, a Cleric Spell
player cannot choose to play a Dispel Magic to negate the Rare
effects of the spell. Cast only by champions of level 13+. All allies in an opponent's
hand come to the aid of this spellcaster. Discard allies after
Bloodstone's Spectral Steed use. (Off/4)
45/TU
Wizard Spell Elemental Swarm
Common 52/TU
Only monsters can enter combat with this champion. The Cleric Spell
champion and its allies become flyers for one round of combat. Uncommon
Cast only by champions of level 13+. This spell creates a
Card Combo (from the Sussman Zone): If Bloodstone's swarm that sweeps through one player's pool. The swarm
Spectral Steed is cast on Lovely Colleen, only monsters can discards any cards equal in icon points to half the level of the
enter combat with her, which are instantly defeated. caster (rounded down). (Off/3)

Summon Undead The Elemental Swarm then sweeps through one player's pool
46/TU causing all champions, allies, magical items, and artifacts with
Cleric Spell a level bonus less than or equal to the spell's to be discarded.
Uncommon (Spellfire Reference Guide 2, p. 306)
Cast only by champions of level 13+. All undead champions
and allies from players' pools and hands come to the aid of the Cúpula BSW 2013: O modo de sua utilização seguirá a regra
caster. Allies are discarded: champions return to pools. presente no Spellfire Reference Guide 2, que estatui que
TODAS as cartas cujos ícones sejam inferiores à metade do
Champions summoned from pools use their attached cards, in nível ajustado do campeão lançador devam ser descartadas:
addition to level and special powers.

Underdark - Página 247


Preservation Common
53/TU Usable only by a GREYHAWK avatar. The attached champion
Cleric Spell and its allies can attack any "western" realm (to this player's
Common left), regardless of position or restrictions.
Cast only by champions of level 13+ on a realm, this spell
remains in effect until dispelled or negated. The realm is Tentacle Walls
immune to offensive spells. (Def/3/5) 60/TU
Cleric Spell
Ward Matrix Common
54/TU Cast on a realm, this spell creates a permanent ally that
Cleric Spell devours all nonflying allies. The spell remains in effect until
Common negated or dispelled.
Cast only by champions of level 13+, this spell connects the
first realm of each player in a matrix, allowing each to be Timelessness
attacked (regardless of restrictions) until the end of this 61/TU
player's next turn. (Off/3) Cleric Spell
Uncommon
Age Dragon Discard cards equaling in icon points to the level of the
55/TU targeted champion, who is sent to the Abyss.
Cleric Spell
Rare Hovering Road
Cast only on dragons, the spellcaster can double the age 62/TU
(base level) of a dragon or halve the age (base level, rounded Cleric Spell
down) and take away its special powers. This spell lasts until Common
dispelled. (Def/3/4) or (Off/3/4) Creates a permanent one-way path to a chosen realm until
dispelled.Regardless of the realm's restrictions, this player's
Mindkiller champions and allies can attack that realm.
56/TU
Cleric Spell The Spellfire Reference Guide Volume II incorrectly indicates
Rare that the Hovering Road can be spell turned or reflected and
The caster can send one champion to the Abyss or send one used against one of the caster's realms. However, because
avatar to Limbo.The avatar remains in Limbo until the end of Spell Turning and Reflection turn the spell back against the
its owner's next turn. (Off/3/4) caster (as opposed to one of the caster's realms), the Hovering
If cast in combat, Mindkiller need not be cast on the opposing Road has no effect if turned or reflected.
champion. If this spell is Spell Turned or Reflected, there is no effect.
If cast by an attacker in combat with a realm champion, the
realm is razed. Breath of Death
63/TU
Card Combo (from Spellfire Reference Guide Volume II): Cleric Spell
Halcyon can enter battle, cast Mindkiller on the opposing Common
champion to win the battle, and then retrieve Mindkiller from Cast only by level 13+ champions. Kills all champions of level
the discard pile. If the Boots of Fharlaghn is attached, Halcyon 6 or less in one pool and prevents survivors from attacking
can continue attacking, repeating the cycle. until after that player's next turn.

Cúpula BSW 2013 - Cartas que encerram automaticamente The Unnamed, Avatar of Gruumsh
uma batalha, porém que não sejam expressas em seu texto 64/TU
que são cartas de vitória automática (Wish, Mind Killer, Avatar19
Tyranthraxus, etc...), devem ser consideradas cartas de vitória AD&D
automática, quando usadas em batalha. Orc
Rare
Spacewarp Avatar: a cleric of level 8 or higher must be discarded to bring
57/TU the Unnamed into play. All players must ask Gruumsh each
Cleric Spell battle for the number of allies they can use. Limit one avatar
Rare per pool.
All attacks until the end of this player's next turn must be made
against one realm chosen by the caster; if the realm is razed, a Liga BSW (ROC 5-2011): Seguindo a história RPGística do
successful attack by the next player discards it. No further personagem este campeão foi bluelineado para Orc, podem
attacks can be made. (Off/3/5) se beneficiar e sofrer conseqüência quaisquer desta raça.

If this spell is Spell Turned or Reflected, there is no effect. The Faceless One, Avatar of Jubilex
65/TU
Spirit of Power Avatar
58/TU 20
Cleric Spell AD&D
Common Uncommon
Any 4 clerics (excluding avatars) may band together to send Avatar; two clerics equaling 12 points or more must be
an avatar to the Abyss. Each player who participates must discarded to bring the Faceless One into play. It and any
discard a magical item, either from his hand or pool. (Off/3/4/5) AD&D champions in the player's pool are immune to magical
items of less that +3 enchantment and offensive spells. Limit
one avatar per pool.
The West Wind
59/TU The immunity is only to offensive magical items.
Artifact
Greyhawk

Underdark - Página 248


Moradin's Avatar 21
66/TU Greyhawk
Avatar Rare
21 Avatar; can cast wizard spells; a Greyhawk wizard and one
AD&D Greyhawk realm must be discarded to bring the Uncaring into
Common play. At the beginning of this player's turn, the Uncaring can
Dwarf discard one razed Greyhawk realm in play.
Avatar; two dwarf champions or the Reorxcrown Mountains
realm must be discarded to bring Moradin's Avatar into play. The Avatar Shar
All realms held by this player can be attacked only by flyers or 72/TU
earthwalkers (or via Underdark realms). Limit one avatar per Avatar
pool. 17
Forgotten Realms
Per the Spellfire Oracle, the Spellfire Reference Guide Volume Uncommon
II should have indicated Moradin's Avatar as a blueline dwarf. Avatar; a cleric and one Forgotten Realms holding must be
discarded to bring Shar into play. She absorbs all offensive
Invasion of the Undead spells cast against this player's Forgotten Realms champions
67/TU and realms, dispelling or deflecting them as she wishes.
Rule
Greyhawk Shar's power works like the spell Re-target, allowing Shar to
Uncommon select the new target of the spell. This power effectively makes
The undead rise up in wrath! Any undead champions killed in her immune to Wish, since she can deflect the spell.
battle are not discarded, but are sent to Limbo. They return to Shar's power is considered a spell, in that her dispelling power
their pool at the end of their next turn, without attachments. can be negated with Dispel Magic and her deflecting can be
Any undead allies lost in battle remain with them. This rule negated or deflected back with Dispel Magic, Spell Turning,
card is immune to Wish. Magic Draining Field, Re-target, etc.

The Red Death Baelnorn


68/TU 73/TU
Avatar Ally
19 5
Ravenloft Common
Rare Elf
Undead Undead. If used in the successful defense of a realm, they
Avatar; RAVENLOFT champions totaling 10+ must be remain with the realm until it is razed.
discarded to bring the Red Death into play. On its turn, if can
corrupt a champion of base level 5 or less. The player can Chitine
allow his champion to be the avatar's ally, or he can discard 74/TU
the champion instead. If used, the champion returns to its pool, Ally
minus attached cards. The Red Death may be used once per 4
turn, but only during the player's turn. Common
If played against a drow champion, it is +8. If played with Lolth,
Cúpula BSW 2021: o poder de Red Death é ativado quando the Spider Queen, it remains with her and is shuffled back into
ele é usado como atacante no passo 4. the deck if Lolth is defeated.

Things that Go Bump in the Night Crypt Servant


69/TU 75/TU
Rule Ally
AD&D 6
Uncommon Common
All champions and allies native to the Underdark have Undead. Can be attached to any Underdark holding, where it
infravision. All other champions and allies do not; they cannot becomes a permanent defending ally until the holding is
see and their special powers don't work. discarded.

This rule card affects all champions and allies other than Foulwing
Underdark champions and allies. Underdark champions and 76/TU
allies have either the Underdark designation in the card text or Ally
are part of the Underdark booster set. 6
Common Flyer. Devours (discards) all opposing flying allies.
Sargonnas Can be played during another player's combat to devour one
70/TU flying ally, returning to its player's hand after battle instead of
Avatar being discarded.
6
Dragonlance Gnasher
Common 77/TU
Avatar; a cleric of level 8 or higher must be discarded to bring Ally
Sargonnas into play. All cards with the word "fire" or "red" in 4
their title are doubled in level when played with Sargonnas. Rare
Limit one avatar per pool. Flyer. When played, devours one psionicist champion in any
pool.
The Uncaring, Avatar of Boccob
71/TU Magebain
Avatar

Underdark - Página 249


78/TU This card’s special powers can be activated on a whim; it
Ally doesn’t automatically destroy all allies of less than +3.
1
Rare Gibbering Mouther
If defeated by a wizard, this ally remains with the winning 86/TU
champion. Whenever he casts a spell, draw a card. The spell Monster
is only successful if the card's last digit is 8 or 9. 3
AD&D
Sword Slug Common
79/TU This foul minion of Jubilex becomes level 10 and can cast
Ally cleric spells if the Faceless One is in play anywhere.
5
Common Umber Hulk
Reduces the level of all magical items played against it to 0, 87/TU
though it does not negate any special powers. Monster
6
Skum AD&D
80/TU Common
Ally This monster and its allies can attack any Underdark realm,
3 regardless of position.
Rare
Card Text : Cancels all psionic power cards played against the Mind Flayer
attached champion in combat; additional power cards cannot 88/TU
be played. Monster
7
Fey Dwarf AD&D
81/TU Common
Ally Can use psionic power cards and cast wizard spells. This
7 monster and its allies can attack any Underdark realm,
Common Undead. If played in the successful defense of a regardless of position.
realm, this ally stays with the champion. If defeated when
attacking, it returns to the player's hand. Myconid
89/TU
Corpse Dragon Monster
82/TU 2
Monster AD&D
9 Common
AD&D If attacking and Underdark realm, its level rises to 7. If
Uncommon defending an Underdark realm, it can defend twice before
Flyer. Can cast wizard spells. Undead champions and allies being discarded.
will not face this horrid creature.
Monster of the Lake
Earth Weird 90/TU
83/TU Monster
Monster 10
5 AD&D Rare
AD&D Undead; swimmer. Can cast cleric spells; immune to offensive
Common cleric spells. Its bite is poisonous to avatars, negating special
Earthwalker powers and halving their levels (rounded down) in battle. If
Immune to offensive magical items. If defeated in combat, it used to defend, the realm must show water.
regenerates and returns to its pool at the end of the player's
next turn. Attached cards are discarded. Belwar Dissengulp
91/TU
Gorynych Hero
84/TU 4
Monster Forgotten Realms
7 Common
AD&D Gnome (svirfneblin). This hero's magical items are doubled in
Rare level, as are all dwarf and gnome allies played with him.
Flyer. Can attack twice per turn if it wins its first round. On its
second attack, it can wishbone, automatically razing the realm Jarlaxle
if it wins the battle, but must then be discarded. 92/TU
Hero
Noran 5
85/TU Forgotten Realms
Monster Common
5/9 Elf (drow). When defending Menzoberranzan or any Underdark
AD&D realm, Jarlaxle's level is doubled.
Common
When defending, its level rises to 9 and it can spit rocks, Ellorelloran
instantly destroying all allies of level 3 or less. 93/TU
Noran's use of its special power ("can split rocks") is optional. Wizard
9

Underdark - Página 250


Greyhawk Swimmer. Aquilla poisons all swimmers played against her,
Common causing these champions and allies to be discarded.
Elf (drow)
Can cast cleric spells and is immune to psionics. When Iseult
Ellorelloran is first played, she can discard any rule card in 99/TU
play. She may be discarded to remove a subsequent rule card Cleric
from play. 7
Ravenloft
Ellorelloran is blueline elf (drow). Uncommon
Ellorelloran's power activates when the card is played. Thus Iseult may have two artifacts attached to her. When attacking,
even if Ellorelloran is played from the hand directly into battle her opponentmust hold out all spells and psionic power cards;
as a defender, Ellorelloran's power to discard a rule card takes Iseult randomly draws one to be discarded.
effect before any powers of the attacking champion.
If Iseult has two artifacts attached, one of which is the Fang of
Zaknafein, the Weapons Master Nosferatu, and uses the Fang to substitute for the power of
94/TU another champion, one of the artifacts must be discarded.
Hero
9 Xontra
Forgotten Realms 100/TU
Common Psionicist
Elf (drow). Zaknafein can attack up to 3 times per turn. On the 6
second attack, he is level 6; on the third he is level 3. Dark Sun
Common
If Barbarian's Decree is in play, Zaknafein can attack twice at Psionicist; can use psionic power cards. If held by a player
level 9, once at level 6, and once at level 3. who has no Dark Sun realms in his formation, Xontra and her
allies can attack any Dark Sun realm, regardless of position;
Baldar Dwellardon otherwise, she must attack normally.
95/TU
Cleric Lazarus, the Drow
8 1/TU
Forgotten Realms Chase
Common Psionicist
Dwarf (duergar). Immune to offensive spells. Baldar and his 4
allies can attack any Underdark real, regardless of position. Forgotten Realms
Elf (drow). All psionic power cards used by Lazarus are
Fowron, the Giant doubled in level. His allies are immune to psionics.
96/TU
Cleric Inflict Pain
3 2/TU
Greyhawk Chase
Common Psionic Power
Fowron gains one level for each giant in play. Once per turn, Playable only on an avatar or psionicist, this power inflicts pain
he can duplicate the special ability of any other giant in play. on a champion, stripping away its powers and reducing its
(This player's use is secondary.) level to 1 until the end of this player's next turn (Off/3)
Because Fowron is a giant himself, he gains one level even if
The Hoof of Auroch
no other giants are in play.
3/TU
Card combo (from jones@ond.jupiter.vein.hu): If the Girdle of Chase
Storm Giant Strength is attached to another champion while Artifact
Fowron is in play, Fowron can imitate that champion's power, 5
even if not a giant. Greyhawk
This player's champions are immune to psionics.
Chantal the Banshee
The Ring of Gaxx
97/TU
Monster 4/TU
7 Chase
Ravenloft Artifact
Common 3
Undead; can cast cleric spells and is immune to psionics. Greyhawk
Because of the fear this banshee instills, any allies played with The attached champion can only be discarded as a result of
or against her are at -1. battle.

Allies in combat with Chantal have their icon levels reduced by The champion with the Ring cannot be discarded except as a
1. result of battle. The champion therefore is not discarded by
Wish, unless Wish is cast while the champion with the Ring of
Gaxx is in combat.
Aquilla
98/TU
The Deep
Wizard
4 5/TU
Dragonlance Chase
Uncommon Realm
Elf 7
AD&D

Underdark - Página 251


This realm can defend itself as a level 7 hero who can cast Chase
wizard and cleric spells in phase 4 only. The deep is immune Event
to offensive spells and psionics. This mighty river rushes through each player's pool, sweeping
away all psionicists into the discard pile. (Harmful)
The Ultimate Triumvirate
6/TU The Way Out
Chase 10/TU
Realm Chase
AD&D Event
Adds a +12 Underdark ally to all champions of this player Played after an opponent has chosen an Underdark realm to
when attacking and negates the ally gained from all other attack, the event player can change the attack to any other
Triumvirates unless in the same player's formation. At the start unrazed realm in play, regardless of position or restrictions.
of this player's turn, he may discard this realm from his (Harmful)
formation to send one avatar to the Abyss.
This event is played after an opponent puts forth an attacking
Each Triumvirate realm in a player's formation provides a champion and selects a realm to be attacked, but before a
separate ally. Each Triumvirate realm provides its ally, as long defender is chosen. The event player may not select one of the
as there is not a more powerful Triumvirate realm in an attacker's realms as the new realm to be attacked, but may
opponent's formation. If there is a more powerful Triumvirate select another player's realm in a multi-player game.
realm in an opponent's formation, the player's Triumvirate The new realm's restrictions, such as "can only be attacked by
realm allies are negated. swimmers," need not be met throughout the battle. The
All Triumvirate allies are negated if Lair of the Shadowdrake is Spellfire Reference Guide Volume II incorrectly indicates that
in play. the realms restrictions again take effect after the first round of
The three Cavern holdings are useful additions to decks with battle.
Triumvirate realms. The Unipolar Cavern holding makes the The realm that is the target of the attack doesn’t gain use of its
ally provided by the realm to which it is attached to immune to position or restrictions until the event has expired.
offensive spells. The Bipolar Cavern holding allows the
attached realm's ally to have any racial or movement The Triumphant Barbarian
characteristics the player chooses. This is very helpful for 11/TU
attacks on realms with movement restrictions. The Tripolar Chase
Cavern holding allows Triumvirate allies to be used for Event
defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar All psionicists and clerics in play may not use power cards or
Cavern affects allies provided by all of a player's Triumvirate cast spells until the end of this player's next turn. (Harmful)
realms, not just the Triumvirate realm to which it is attached.
The Ultimate Triumvirate is the most powerful Triumvirate
The Minotaur Attacks!
realm, providing a +12 ally and negating the allies provided by
opponent's Triumvirate realms. 12/TU
Chase
Cúpula BSW 2009: Aliados Triumvirates, são como cartas Event
geradas, do tipo ícone Aliados, eles sofrem as mesmas This player's monsters that attack from Underdark realms are
conseqüências de qualquer carta anexada ao campeão, ou doubled in base level until the end of this player's next turn.
seja, podem trocar de lado, ser descartados, enviadas ou (Helpful)
limbo, abismo, etc.
Cave-in!
Cúpula BSW 2010: Aliados fornecidos por reinos 13/TU
Triumvirates, não entram automaticamente em batalha, Chase
devendo ser anexados somente se forem necessários. Event
Forces one player to discard an Underdark champion or
The Dispossessed holding from his pool or formation. If he has none, the event
7/TU player may choose one of the player's Underdark realms to
Chase raze. (Harmful)
Realm
AD&D The Mandate of Dori the Barbarian
If an Underdark realm is played adjacent to this realm in the 14/TU
player's formation, he may discard an ally from his hand at any Chase
time to cancel any spell or psionic power card. Event
All champions whose card number is "# of 25" (chase cards)
The Cavernous Hall gain 6 levels and become earthwalkers until the end of this
8/TU player's next turn. (Helpful)
Chase
Realm Chase cards from Artifacts (# of 20) and chase cards from full
AD&D editions (401-440 and 501-520) are not affected by the
This realm can defend itself by duplicating the level and Mandate.
powers of one psionicist in play. This player's use is This event only affects those champions whose number
secondary. designation is “# of 25.” Champions from the Artifact booster (#
of 20) and those chase cards from the full Editions (401–440
The example given for an instant-defeat is in error, since and 501–520) are not affected.
Gnasher can only destroy a psionicist champion in a pool (and
the holding is in the formation). A better example would be the The Demi-Lich Zyenj
Undead Htimsen. 15/TU
Chase
Underground River Monster
9/TU 8
AD&D
Undead. Only magical items and artifacts of +4 or higher

Underdark - Página 252


enchantment have any effect against the Demi-Lich. Allies If used by a monster, the attached champion is immune to
cannot be played against it. harmful events. (Def)

The Demi-Lich's immunity extends only to offensive magical The Sword and Helm of Garion
items and artifacts. Teh Demi-Lich is affected by the Wand of 21/TU
Negation. Chase
This card’s ability to ignore magical items applies only to Magical Item
offensive magical items. 5
If the attached champion is attacking, only psionicists, clerics,
The Minotaur and heroes can defend against it. (Off)
16/TU
Chase Card combo: If the Sword and Helm of Garion is combined
Monster with the Ring of Human Influence, only psionicists and clerics
6 can defend.
AD&D
Gains 3 levels when attacking and Underdark realm, and/or Card Combo: If the Skull of Fistandantilus (only wizards or
gains 3 levelswhen attacking from and Underdark realm. All monsters can defend) is combined with the Sword and Helm of
magical items attached to the Minotaur gain +1. Garion (only psionicists, clerics, and heroes can defend), only
champions with immunities to artifacts and magical items can
Piercer defend.
17/TU
Chase Scourge of Mika
Monster 22/TU Chase
2 Magical Item
AD&D 3
Gains 1 additional level for every Underdark realm in play. If If the attached champion is undead and is defeated in battle,
used to defend an Underdark realm, automatically defeats a this item goes with the winning champion until dispelled. The
champion of base level 6 or less. scourge becomes a -4 and that champion cannot cast spells or
use psionic powers. (Off)
Lurker in the Deep
18/TU Drow Assassin
Chase 23/TU
Monster Chase
5 Ally
AD&D 3
Can only be used to defend and Underdark realm. Engulfs all When played in battle, this ally can also instantly kill one
psionicists, magical items, and nonswimming allies, causing champion of base level 5 or less anywhere in play if this player
them to be discarded. has an unrazed Underdark realm in his formation.
Broken Arrow
The Lurker cannot attack, and can only defend Underdark 24/TU
realms. Chase
Event
Oogly the Half-Orc Play only during combat where this player is not involved.
19/TU Peace is declared and the champions return to their pools;
Chase combat is over. The event player is victorious and draws
Hero spoils. (Harmful)
6
Greyhawk Mindshatter
Oogly is so ferocious he scares away all opposing allies of less 25/TU
than +6 (+5 and lower allies cannot be played against him). Chase
Cleric Spell
The Marble Orb Attach to any enemy champion in a pool; the champion
20/TU becomes catatonic and cannot take any action until the card is
Chase dispelled. (Off/3/4)
Magical Item
3

Underdark - Página 253


Runes and Ruins
Isle of the Ape An attached holding does not share in the realm’s immunity.
1/RR
Realm The Barrier Peaks
9 7/RR
Greyhawk Realm
Rare AD&D
Can defend itself as a level 9 monster. Cannot be attacked by Common
heroes or clerics. Defenders are immune to offensive spells Can only be attacked by flyers or earthwalkers. Defending
and offensive psionic power cards. dwarves double their base levels and are immune to offensive
psionics.
The Forbidden City
2/RR Tomb of Horrors
Realm 8/RR
AD&D Realm
Common AD&D
Cannot be attacked by earthwalkers. Allies defending this Common
realm are doubled in base level. Cannot be attacked by flyers. Defending monsters are immune
to offensive spells and the special powers of avatars.
The Lost Caverns of Tsojcanth
3/RR Demonweb Pits
Realm 9/RR
AD&D Realm
Common AD&D
Cannot be attacked by flyers or swimmers. Defenders of this Common
realm are immune to offensive spells. Any elf (drow) defending this realm is doubled in base level
and is immune to offensive spells. Spells cast by defending
Cúpula BSW 2015: Underdark. drow during a round of battle cannot be dispelled.

White Plume Mountain Under normal circumstances, a spell cannot be cast by a


4/RR champion outside the battle. If such a situation arises, though,
Realm the special power of the realm remains in effect.
AD&D
Uncommon The Hidden Shrine of Tamoachan
Players attacking this realm must discard a card from their 10/RR
hand during each round of battle. Realm
AD&D
The card must be discarded by the attacking player as soon as Uncommon
a champion is brought forward to attack, regardless of whether Clerics defending this realm are immune to offensive psionic
or not the defender chooses to defend the realm. power cards. Defending avatars are not discarded if defeated,
but return to their pool at the end of this player's next turn.
Doc's Island
5/RR The Depths of the Earth
Realm 11/RR
AD&D Realm
Common AD&D
Coast Common
Cannot be attacked by fliers or swimmers. Defending
Can only be attacked by swimmers or flyers. Magical items swimmers are doubled in base level. If razed, the attacking
and artifacts of attackers lose their bonuses but not heir champion must discard all attached magical items and
powers. artifacts.

The City of Phlan Isle of Dread


6/RR 12/RR
Realm Realm
Forgotten Realms 7
Rare AD&D
Coast Common
Cannot be attacked by monsters unless Zhentil Keep is Coast
somewhere in play. Immune to offensive cleric spells. Can defend itself as a level 7 monster. Can only be attached
by flyers or swimmers.
The Spellfire Reference Guide Volume II incorrectly states that
Phlan's immunity to offensive cleric spells carries over to an
attached holding. Attached holdings are not immune.

Runes - Página 254


Desert of Desolation AD&D
13/RR Common
Realm Champions attacking this realm are halved (rounded down) in
AD&D total levels and cannot use allies.
Rare
Cannot be attacked by swimmers. Defending undead gain 4 The adjusted level of the attacking champion is halved at the
levels. time it comes forward to attack. Additional cards played in
battle are at normal levels.
The Spellfire Reference Guide Volume II incorrectly states that
defending undead increase their base level by 4. Because the Labyrinth of Madness
card does not specify base level, it is the adjusted level that is 21/RR
increased. Holding
Undead defenders gain +4 to their adjusted levels. AD&D
Common
The Glacial Rift Champions attacking the attached realm must draw and
14/RR discard a card, noting the last digit of its number. If the number
Realm is higher than the attacker's base level, the champion is sent to
AD&D Limbo. The attacker may continue.
Common
Cannot be attacked by swimmers. Defending giants gain 2 Village of Hommlet
levels and are immune to offensive spells and offensive 22/RR
magical items. Holding
AD&D
The Lendore Isles Uncommon
15/RR The attached realm must be razed twice during one player's
Realm turn to earn spoils of victory. The holding is not discarded until
AD&D the realm is razed twice.
Common
Coast Oasis of the White Palm
Cannot be attacked by monsters or heroes. If this realm is 23/RR
razed, this player may return the bottom card from his discard Holding
pile to his hand. AD&D
Common
The Lost City Events cannot be played when attacking the attached realm.
16/RR
Realm Ghost Tower of Inverness
AD&D 24/RR
Uncommon Holding
Cannot be attacked by flyers or swimmers. Only AD&D AD&D
champions can attack this realm; champions from other worlds Common
cannot attack. The attached realm cannot be attacked by a champion of base
level 6 or less.
Village of Orlane
17/RR Vault of the Drow
Realm 25/RR
AD&D Holding
Uncommon AD&D
Defending heroes double their base levels. Attacking monsters Common
are at half their base levels (rounded down) and lose their Defending elf (drow) champion can cast spells and use psionic
special powers. power cards.

Sunderhan, Isle of the Slave Lords Tenser's Castle


18/RR 26/RR
Realm Holding
7 AD&D
AD&D Uncommon
Rare The attached realm can only be attacked by heroes or wizards,
Can defend itself as a level 7 hero. Champions (and any and all attacking allies must be flyers or swimmers.
attached items) and their allies who are defeated while
attacking this realm are sent to the Abyss. The Temple of Death
27/RR
Keep on the Borderlands Holding
19/RR AD&D
Holding Common
AD&D The attached realm can only be attacked by clerics. Offensive
Rare spells cast in defense of the attached realm are doubled in
When this holding is played, choose one type of champion that level.
cannot attack the attached realm (hero, monster, etc).
Bigby the Great
Palace of the Silver Princess 28/RR
20/RR Wizard
Holding 9

Runes - Página 255


Greyhawk lose. As the card states, allies only return to the player's hand
Rare if Phoebus is defeated.
Bigby can cast one spell turning spell during one other player's Allies only return to the player’s hand if they are on the losing
turn. He is immune to offensive spells and psionic power cards side of the battle.
when defending a Greyhawk realm.
Vecna the Arch Lich
Bigby's spell turning works just like the card Spell Turning. It 34/RR
can be played to turn any offensive spell. Bigby's spell can be Wizard/Avatar
dispelled, and a player with Mulmaster can draw a card when 18
Bigby uses this power. Greyhawk
Rare
Tenser the Arch Mage Undead
29/RR Avatar. A Greyhawk champion with the Eye and hand of Vecna
Wizard must be discarded to bring Vecna into play. Vecna is immune
8 to offensive spells, psionics, and unarmed combat cards.
Greyhawk
Uncommon All allies played with the lich are considered undead; they
Tenser can elect to be a hero able to cast cleric spells during return to the player's hand after a victorious battle.
any one battle, chosen before combat begins. Tenser can cast
wizard spells during another player's phase 4 to aid a player in Kas the Terrible
battle. 35/RR
Hero
Oonga the Ape 9
30/RR Greyhawk
Monster Uncommon
10 Undead. Immune tot the effects of harmful events while in
AD&D combat. If opposing Vecna in battle with the Sword of Kas,
Rare Vecna's base level is 0.
Ignores the effects of any holding in play. The attached holding
of any realm he attacks is discarded at the beginning of the Grimslade the Gray
battle. 36/RR
Hero
Falx the Silver Dragon 4
31/RR Greyhawk
Monster Common
6 Can cast wizard spells. Whenever Grimslade attacks, his
AD&D player draws and discards a card, noting the last digit. If it is 3
Common or less, the opponent can play no more cards during battle.
Flyer. Can cast wizard spells. Any magical items attached to
Falx cannot be discarded by any means. Gains 1 additional The card is draw immediately after the defending champion is
level for each attached magical item. selected.

The Spellfire Reference Guide Volume II incorrectly states that Ren o' The Blade
Falx gains 1 to his base level for each attached magical item. 37/RR
Because the card does not specify base level, it is the adjusted Hero
level that is increased. 7
Falx's special power refers to removal of magical items against Forgotten Realms
the player's will. Magical items whose power is triggered by Rare
voluntarily discarding the item, such as Blamblower and Well Ren can be sent to the Abyss to retrieve a realm from the
of Many Worlds can still be discarded and used normally. discard pile, placing it in the player's formation during phase 2
Falx gains one to his adjusted level for each magical item. instead of playing a realm from his hand.

Lord Robilar Acererack the Eternal


32/RR 38/RR
Hero Monster
7 8
Greyhawk AD&D
Common Rare
Robilar's mechanical steed grants him the ability to earthwalk. Undead. Can cast wizard spells and use psionic power cards.
He is immune to offensive cleric spells and the special powers Can summon one undead ally from any discard pile to aid him
of avatars. in battle, which returns to its original discard pile afterward.

Phoebus the Lizard Man Wulfgar


33/RR 39/RR
Monster Hero
5 8
AD&D Forgotten Realms
Common Common
Swimmer. If defeated in battle, Phoebus's allies return to the Dwarves and halflings cannot stand against Wulfgar in battle.
player's hand. Opposing champions' magical items are Because of his hammer, the Aegis-fang, Wulfgar's base level
discarded at the end of battle, win or lose. is doubled against giant and dragon champions.
The Spellfire Reference Guide Volume II incorrectly states that
allies used with Phoebus return to the player's hand, win or

Runes - Página 256


Jarl the Frost Giant Ombi gains earthwalking if any player has a giant in play. He
40/RR can be used as an ally for any giant in battle, returning to his
Monster pool afterward unless discarded during battle.
7
AD&D Mordenkainen's Disjunction
Common 46/RR
Earthwalker. Jarl ignores the special powers of all realms. He Wizard Spell
gains 6 levels when defending the Glacial Rift. Rare
Destroys all magical items and artifacts in one pool unless the
King Snurre the Fire Giant affected player can draw a card with a last digit of 2 or less.
41/RR (Drawn card is discarded). (Off/3)
Monster
7 This spell affects all magical items and artifacts in a pool,
AD&D unless the champion to whom the magical item or artifact is
Common attached is immune to offensive wizard spells.
Earthwalker. If King Snurre doesn't attack on his turn, at the
beginning of another player's turn he can order an opponent' Slay Living
champion not to attack that turn. 47/RR
Cleric Spell
King Snurre's power can only be used against one other Common
opponent until the player's next turn. The player announces his Kills any opposing champion or ally of base level 5 or less.
use of King Snurre's power at the start of the targeted Undead are immune to this spell. (Off/3/4)
opponent's turn. The opponent then cannot attack during his
phase 4. After the player has taken another turn, and not Intercession
attacked with King Snurre, the player may target the same or 48/RR
another opponent with King Snurre's special power. Cleric Spell
King Snurre’s power to order a champion not to attack occurs Uncommon
when specified on the card, not in phase 3 of the owning Can be cast at any time. This spell cancels the effects of any
player’s turn as is normal. just-played event card. (Off)

Queen Frumpy the Fire Giant Intercession is the cleric version of Limited Wish (43/FR),
42/RR being able to cancel an opposing event, helpful or harmful.
Monster Only events that actually disallow spellcasting prevent the
5 casting of this spell, such as Dead Magic Zone (7/FR)and
AD&D Nullification (35/PO), unless Intercession is played immediately
Common to negate that even!.
Can cast cleric spells. Queen Frumpy gains 2 levels when Playing Intercession negates the effects of an event for all
defending a realm. She is so repulsive, allies of +4 or less players, removing it entirely from the game, unlike the event
cannot be played against her. Calm (400/3rd) which negates the event only for that player.
An event canceled by this spell cannot be duplicated by cards
The Keeper such as Onad the Weasel (6/AR Chase) or the Bell of Might
43/RR (18/FR Chase}. Intercession can be cast at any time, even
Monster during another player's turn . Remember that clerics in play
5 must still have the permission of the Arch-Druid (189/3rd) to
AD&D cast this spell.
Uncommon Despite the wording of the card, it can be used to cancel an
Giant. This deformed hill giant is immune to offensive psionics. event that remains in play, such as Bronze Dragons.
One artifact of any world can be attached to him; it is never
discarded, returning instead to the player's hand. Conjure Earth Elemental
49/RR
Nosnra the Hill Giant Cleric Spell
44/RR 6
Monster Uncommon
6 The +6 ally summoned with this spell stays with the casting
AD&D champion until the beginning of this player's next turn.
Common Opposing earthwalking allies are immediately discarded.
Nosnra can attack any AD&D realm, regardless of position or (Off/4)
powers. Nosnra is level 10 if no allies are played with him.
The Spellfire Reference Guide Volume II incorrectly states that
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the
Nosra gains 4 to his adjusted level if no allies are played with spell is labeled offensive (it probably should have been labeled
him in battle. However, it is Nosra's base level that is defensive), it has been ruled that this spell can be turned or
increased to 10 when no allies are played. reflected. If it is turned or reflected, the champion casting the
Nosnra gains his base level increase whether he is attacking Spell Turning or Reflection gains the benefit of the conjured
or defending and not using allies. ally.
These spells can be Spell Turned or Reflected normally.
Ombi the Renegade Dwarf
Conjure Fire Elemental
45/RR
Hero 50/RR
4 Cleric Spell
AD&D 5
Common Common
The +5 ally summoned with this spell stays with the casting
champion until the beginning of this player's next turn.

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Opposing allies of +2 or less are incinerated (discarded). Any cards attached to the champion when Tyranthraxus is
(Off/4) played remain attached. Similarly, if the event is removed
(such as with Limited Wish, or Wish), the champion returns to
The Spellfire Reference Guide Volume II incorrectly states that its original pool with all attached cards, whether they were
this spell cannot be turned or reflected. However, because the attached before or after Tyranthraxus was played.
spell is labeled offensive (it probably should have been labeled If Tyranthraxus is played on a champion with the Bell of Might,
defensive), it has been ruled that this spell can be turned or the Bell may duplicate the event so that the champion stays in
reflected. If it is turned or reflected, the champion casting the his player's pool.
Spell Turning or Reflection gains the benefit of the conjured If a player plays Tyranthraxus on an opponent's champion, and
ally. the opponent plays Deflection, directing the Tyranthraxus
These spells can be Spell Turned or Reflected normally. event to one of the original player's champions, that champion
remains in the player's pool, but loses its special powers and
Conjure Air Elemental becomes a monster that can cast wizard spells.
51/RR When an opponent attacks, Tyranthraxus can be played on the
Cleric Spell opposing champion. If played before a defender is chosen, the
4 opponent may attack with another champion. If played after the
Uncommon defender is chosen, the battle is over.
The +4 ally summoned with this spell stays with the casting
champion until the beginning of this player's next turn. Cúpula BSW 2013 - Cartas que encerram automaticamente
Opposing flying allies are immediately discarded. (Off/4) uma batalha, porém que não sejam expressas em seu texto
The Spellfire Reference Guide Volume II incorrectly states that que são cartas de vitória automática (Wish, MindKiller,
this spell cannot be turned or reflected. However, because the Tyranthraxus, etc...), devem ser consideradas cartas de vitória
spell is labeled offensive (it probably should have been labeled automática, quando usadas em batalha.
defensive), it has been ruled that this spell can be turned or
reflected. If it is turned or reflected, the champion casting the Coming of the Phoenix
Spell Turning or Reflection gains the benefit of the conjured 56/RR
ally. Event
These spells can be Spell Turned or Reflected normally. Common
Retrieve one champion (excluding avatars) from the discard
Conjure Water Elemental pile and put into play. (Helpful)
52/RR
Cleric Spell The Forgotten King
3 57/RR
Common Event
The +3 ally summoned with this spell stays with the casting Rare
champion until the beginning of this player's next turn. If the first attack is successful, all heroes can make an
Opposing swimming allies are immediately discarded. (Off/4) additional attack until the end of this player's next turn. All
heroes are considered earthwalkers during this event.
The Spellfire Reference Guide Volume II incorrectly states that
this spell cannot be turned or reflected. However, because the Elixir of Life
spell is labeled offensive (it probably should have been labeled 58/RR
defensive), it has been ruled that this spell can be turned or Event
reflected. If it is turned or reflected, the champion casting the Common
Spell Turning or Reflection gains the benefit of the conjured Play on a champion who is about to be defeated. He returns to
ally. his pool instead of being discarded. If the player was attacking,
These spells can be Spell Turned or Reflected normally. he can continue with another champion. No spoils of victory
are drawn for the champion's defeat. (Helpful)
Crystalbrittle
53/RR Giant Raid!
Wizard Spell 59/RR
Common Event
Destroys one magical item anywhere in play. (Off/3/4) Uncommon
All giants in play double their total levels when attacking until
Energy Drain their player's next turn. (Helpful)
54/RR
Wizard Spell The Vampire Attacks
Uncommon 60/RR
Draw and discard a card when this spell is cast, noting the last Event
digit. Subtract that number from the target champion's level. If Uncommon
the level reaches 0, the champion is discarded. Undead are All attacking undead are immune to opposing champions'
immune to this spell. (Off/3/4) special powers until this player's next turn. (Helpful)

Tyranthraxus, The Possessing Spirit Undead Guardian


55/RR 61/RR
Event Event
Rare Rare
Play on an opponent's champion, who then becomes a Creates an undead level 5 monster until the beginning of this
monster able to cast wizard spells. The champion remains player's next turn. It is the first to defend this player's realms
under control of the event player until canceled. (Harmful) during attacks by all other players. Any spoils obtained by it
are doubled. (Helpful)
The target of this event becomes a monster able to cast wizard
spells. It also loses any special powers. Powers associated
with the type of champion (e.g. psionicist's ability to use
psionic powers, clerics ability to cast cleric spells) are lost.

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Barbarian Charge! Tenser's Crystal Ball
62/RR 68/RR
Event Artifact
Common AD&D
Attacking champions who do not use spells or psionic power Common
cards are doubled in base level until the beginning of this Can only be attached to wizards of any world. At the beginning
player's next turn. (Helpful) of this player's turn, inspect the draw deck of an opposing
player. At any time, the player can discard the Crystal Ball to
Psionic Shield shuffle an opponent's draw pile.
63/RR
Event Albruin
Uncommon 69/RR
This player's realms, champions, and allies are immune to Artifact
offensive psionic power cards 5
Forgotten Realms
This event cannot be played as a counter effect card for Common
psionic powers. The event provides immunity only to future Cannot be attached to clerics or wizards. Any monster
psionic power cards. opposing the attached champion is at half its base level
(rounded down). Opponents cannot use psionic power cards.
Volcanic Eruption
64/RR Blackrazor
Event 70/RR
Uncommon Artifact
This event razes all realms that can only be attacked by 4
swimmers or earthwalkers. (Harmful) AD&D
Rare
All realms that can only be attacked by swimmers, only be The attached champion must attack during his turn or discard
attacked by earthwalkers, and only be attacked by swimmers one champion from his pool. Allies attached to this champion
or earthwalkers, are razed. The specific realms that are during battle are immune to offensive spells, psionics, and the
affected are Coral Kingdom and Blood Sea of Istar, as well as special powers of champions and allies.
a realm with the holding Fortification: Inner Wall or the magical
item Triton's Throne attached. Wave
This event's effect is not limited to opponents' realms. A 71/RR
player's own realms fitting the card's descriptive language are Artifact
also razed. 5
This event razes any realm that can only be attacked by Uncommon
swimmers and any realm that can only be attacked by Can only be attached to swimming champions of any world.
earthwalkers. The realm doesn’t have to have both of these Nonswimming allies played with the attached champion are
qualifications on it to get razed. If it has either one, it is subject considered swimmers. Allies who are already swimmers are
to the power (even if additional requirements, like “only flyers doubled in level.
and swimmers,” exist on the card).
Whelm
The Midas Orb
72/RR
65/RR Artifact
Artifact 6
2 Rare
AD&D Can only be attached to dwarf champions of any world. This
Common weapon automatically defeats giants. Whelm returns to the
Champions of base level 3 or less cannot defend against a player's hand if the attached champion is discarded.
champion with the Midas Orb. The Orb changes one opposing
ally to gold, sending it to the Abyss.
Girdle of Dwarvenkind
73/RR
Invulnerable Coat of Arnd
Magical Item
66/RR Rare
Artifact The attached champion is considered a dwarf for the purposes
AD&D of card play, gaining earthwalking ability.
Uncommon
Star Gem of Martek: Opal
Can only be attached to heroes of any world. Heroes wearing
this artifact ignore the levels and powers of all magical items, 74/RR
and opposing allies' levels are halved (rounded down). Magical Item
2
Common
Ipsissimo's Black Goose
The attached champion can use psionic power cards. If joined
67/RR with another Star Gem, the attached champion is immune to
Artifact offensive psionics. (Def)
2
AD&D
Star Gem of Martek: Sapphire
Common
Can only be attached to clerics of any world. When the 75/RR
attached cleric is in this player's pool, it an all other clerics in Magical Item
the pool are immune to harmful events. 3
Uncommon
Allies played with the attached champion cannot be removed
by any means. If joined with another Star Gem, the attached
champion gains an additional 5 levels. (Def)

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Star Gem of Martek: Ruby This magical item works just like its lesser cousins, in that the
76/RR owner of the Huge Giant’s Rock gets to choose which ally is
Magical Item discarded.
2
Common Enormous Giant's Rock
Undead cannot use their special powers when opposing the 81/RR
attached champion. If joined with another Star Gem, the Magical Item
attached champion is immune to harmful events. (Def) 9
Rare
Star Gem of Martek: Clear Crystal Usable only by giants. Destroys one opposing ally and artifact
77/RR when played in battle, and no further allies can be played by
Magical Item the opponent. (Off)
1
Rare Hypnosnake
Spells cast by the attached champion cannot be dispelled. If all 82/RR
five Star Gems are joined, the attached champion can choose Ally
to win any battle, automatically razing the realm. If this power 3
is used, the Star Gems are discarded. (Def) Common
This ally hypnotizes one opposing ally chosen at any time
This magical item is one of five Star Gems, and when some or during the battle,causing that ally to switch sides.
all are brought together they gain additional special power.
This Star Gem is an excellent choice for any SPELLFIRE deck The Rahaisa
containing spellcasting champions. Any spell cast by the 83/RR
attached champion cannot be dispelled. This includes the use Ally
of Dispel Magic (346/358/3rd) and Genie Bottle (436/3rd), but 2
not the effects of the Amulet of Spell Protection (AR Rare
Chase/17). This doesn't allow a champion to cast spells when If the attached champion is defeated in battle, the opposing
they normally cannot, like under Nullification (35/PO). player must discard all champions and events in his hand.
If all five of the Star Gems are joined together, the champion
can win any one battle and automatically raze the realm. If this
Remorhaz
special power is used, discard all five of the attached Star
Gems. Since this special power is defensive, realms and 84/RR
champions immune to offensive magical items are not exempt Ally
from this effect. 6
Uncommon
This ally is +8 if played with a giant. Any additional allies
Star Gem of Martek: Amethyst
played by this player are immune to offensive psionics for this
78/RR round of battle.
Magical Item
4 Uncommon
The Incantrix
If the attached champion is discarded as a result of combat,
the opposing champion is sent to the Abyss. If joined with 85/RR
another Star Gem, the attached champion gains an additional Ally
5 levels. (Def) 3
Rare
Being discarded as a result of combat means being defeated. Immune to offensive spells. When this ally is played, all spells
For example, if the Headless Horseman uses its power to in play are dispelled.
automatically win a battle, it is then discarded. However, if the
Horseman has the Star Gem of Martek: Amethyst attached, Winter Wolf Pack
the opposing champion does not go to the Abyss. The 86/RR
Horseman was discarded due to the use of its special power, Ally
not as a result of combat. 4
Common
Big Giant's Rock Increases to +8 when allied with giants. Doubles the base level
79/RR of any champion defending the Glacier Rift.
Magical Item
3 Hydra
Common 87/RR
Usable only by giants. Opposing champions must discard one Ally
ally of level 4 or less if this item is played during a battle. (Off) 4
Common
Huge Giant's Rock Gains 2 levels for reach additional ally played by this player
80/RR during a round of battle. Immune to the powers of opposing
Magical Item allies.
6
Common Red Dragon
Usable only by giants. Opposing champions must discard one 88/RR
ally of level 7 or less if this item is played during battle. Ally
Opponents cannot add magical items in battle. (Off) 5
Uncommon
The Spellfire Reference Guide Volume II incorrectly states that Flyer. This ally's level increase to +7 if played with a dragon
the opponent selects the ally to be discarded. The ally is champion. All allies played after the red dragon may be
selected by the player, not the opponent. considered flyers (player's choice).

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If Red Dragon is played with a dragon champion, its special 3
power is activated and its level bonus becomes +7. If the ally is Rare
later forced to switch sides, its level bonus remains +7, even if Unarmed combat card; usable only by heroes. The opposing
the new champion is not a dragon, since its special power had player must discard a card from his hand before he can play
already been activated. any more cards in battle. Undead are immune to this
maneuver. (Off/4)
Rampaging Oni
89/RR Bear Hug
Ally 96/RR
4 Unarmed Combat
Common 5
When played, all psionic power cards in play are canceled and Common
no more can be played during this round of battle. Oni Unarmed combat card; usable only by heroes. This maneuver
becomes +7 if played with a Forgotten Realms champion. halves the levels (rounded down) of an opposing champion
and one ally chosen by this player. Undead are immune to this
Spellfire Reference Guide Volume II incorrectly indicates that effect. (Off/4)
Oni is +11 if played with a Forgotten Realms champion. As the
card indicates, Oni is +7 with a Forgotten Realms champion. Knockdown
97/RR
The Live Ones Unarmed Combat
90/RR 3
Ally Common Unarmed combat card; usable only by heroes.
4
Rare When this card is played, the opposing champion must draw
Playing this ally cancels the special powers of any opposing and discard a card, noting the last digit. If the number is 4 or
wizard for one round of combat. This ally returns to the player's less, the opponent returns to his pool defeated. (Off/4)
hand at the conclusion of a victorious battle.
Headlock
Flying Kick 98/RR
91/RR Unarmed Combat
Unarmed Combat 3
5 Uncommon
Common Unarmed combat card; usable only by heroes. Any unarmed
Unarmed combat card; usable only by heroes. This maneuver combat cards played by this champion after this one are
can either count as +5 in any battle or it can destroy (discard) doubled in level. (Def/4)
an ally or magical item of +5 or less (this player's choice).
(Off/4) Block
99/RR
Haymaker Unarmed Combat
92/RR Common
Unarmed Combat Unarmed combat card; usable only by heroes. This maneuver
7 counters any just-played offensive unarmed combat card,
Rare negating its effect and sending it to the discard pile. (Def/4)
Unarmed combat card; usable only by heroes. Opponent must
draw and discard a card, noting the last digit. If the opposing The Monty Haul Campaign
champion's base level is equal to or less than the digit, the 100/RR
opponent is defeated. Undead are immune to this maneuver. Rule Card
(Off/4) AD&D
Rare
The example given in the text is incorrect, since only a card All champions in play can cast any type of spell, use psionic
that affects the base level of the opposing champion will help power cards, andattach artifacts from any world. Only legally
the champion who plays the Haymaker card. allowable artifacts remain if this rule card is removed from play.
Uppercut The Dream Team
93/RR 1/RR
Unarmed Combat Chase
4 Ally
Uncommon 10
Unarmed combat card; usable only by heroes. Victims of this Playing this ally during a round of battle discards all other allies
maneuver cannot cast spells or use psionic power cards during in play. Further allies played by opponents cannot use their
this round of battle. (Off/4) special powers.

Disarm Allies played after the Dream Team cannot use their special
94/RR powers, including special powers that are triggered upon
Unarmed Combat defeat, such as Assassins.
2
Common Brain Drain
Unarmed combat card; usable only by heroes. This maneuver 2/RR
strips away (discards) one magical item or artifact of an Chase
opposing champion (this player's choice). (Off/4) Event
Play this event to cancel a just-used psionic power card or
Kidney Punch psionic ability or play on an opponent's pool to prevent the use
95/RR of psionics by champions until the end of this player's next
Unarmed Combat turn. (Harmful)

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The Spellfire Reference Guide Volume II incorrectly states that Undead avatars retrieved from the pool must still have the
when played on an opponent's pool, Brain Drain only prevents normal conditions met for bringing the avatar into play.
psionic power cards and offensive psionic abilities form being
used. As the card states, Brain Drain prevents all psionics from The Dark Lens
being used. 8/RR
The event stops defensive psionic powers as well as those of Chase
an offensive nature, as stated in the card text. Artifact
Dark Sun
The Toad Can only be attached to psionicists. Adds 3 levels to any
3/RR psionic power card bonus. Can be discarded to use a psionic
Chase power card that cannot be canceled or countered by any
Magical Item means. Opposing champions cannot use psionic power cards.
2
Play this magical item during a round of battle to reduce an Book of the Damned
opposing wizard's or cleric's base level to 0. If attached to a 9/RR
monster, the champion gains an additional 4 levels. (Off) Chase
Magical Item
Lost Treasure Can only be attached to wizards. If successful during a round
4/RR of combat, one friendly ally remains with the wizard, becoming
Chase undead; its level and powers are unchanged. (Def)
Event
Play this event to retrieve a magical item or artifact from the Horn of Change
discard pile or to send a magical item or artifact to the Abyss. 10/RR
(Helpful/Harmful) Chase
Magical Item
Holy Sword Chrysomer Can only be attached to monsters. Once per round of battle
5/RR this item forces an opponent to discard a just-played card and
Chase replace it with another. If he cannot legally play another card,
Artifact he automatically loses the battle. (Off)
6
AD&D The Spellfire Reference Guide Volume II incorrectly states that
Can only be attached to heroes of any world (excluding cards affected by the Horn return to the player's hand, in
undead). Destroys up to 10 levels of opposing undead allies. exchange for another card. As the card states, a card targeted
Undead champions of level 8 or less cannot enter battle by the Horn is discarded.
against the attached champion Cards attached to the champion before combat or before the
Horn is played are immune to the power of the Horn.
If the Holy Sword is played after battle begins with an undead The explanatory text is incorrect. A just-played card is
champion of level 8 or less, it functions like a wall spell. The discarded, not returned to the hand.
opponent returns to its pool but is considered defeated.
Kuroth's Quill
Manshoon of the Zhentarim 11/RR
6/RR Chase
Chase Artifact
Wizard Greyhawk
8 Once per round of combat the attached champion can choose
Forgotten Realms to ignore the level bonus or power of any card.
If Manshoon is about to be discarded for any reason (including
through combat but excluding being sent to the Abyss), his Like the Rod of 7 Parts, Part 7, this artifact can ignore the level
player can discard a card from his hand instead. Manshoon of an opposing champion, making it level 0 for the round.
returns to his pool; he cannot be used again until his player's
next turn. Dodge
12/RR
If Manshoon has recently cast Wish, he may not be saved by Chase
discarding a card, since he cannot use his special power. Event
If Manshoon is defeated in battle while the Libram of Ineffable Play to instantly counter one unarmed combat card or ignore
Damnation is attached, he is sent to the Abyss. one opposing ally's special power. If played to counter an
Manshoon's power can be used to keep him from going to unarmed combat card this player draws two cards. (Helpful)
Limbo or the Void. While this event's nature is actually harmful (countering a card
played by an opponent) it is considered helpful, and therefore
Card Combo (from Shadowlord's Spellfire Page): Use is not affected by Calm.
Manshoon of the Zhentarim to cast Raze, then discard a card
from the hand to keep Manshoon from being discarded. If cast
Runes of the Future
on a realm Manshoon is attacking, the player draws Spoils of
Victory. 13/RR
Chase
Magical Item
Undead Regeneration
2
7/RR The attached champion can be discarded at the end of his
Chase player's turn to search his draw deck for any one card. Place
Event this card so it is the first or second card drawn on the next turn.
Retrieve all undead from the event player's discard pile. (Def)
Champions go directly to the pool, and allies to his hand.
(Helpful) Unfortunately, to do this the player must discard the champion
carrying the Runes of the Future.

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When discarding a champion to use this card's special powers, special powers cannot be used again until the end of that
it must be done at the end of a player's turn (after phase 5). player's next turn. (Def)
One card is moved in the draw pile to be the first or second
card in the pile. This action is last in phase 5, done Just before This is a counter-effect card, usable to negate psionics.
knocking and passing the turn along.
A good combination for this magical item is to piny cards like Psionic Reflection
Good Fortune (100/3rd) or Treasure Fleet (214/2nd) to 18/RR
immediately gain the card that was just placed at the top. Chase
Placing the chosen card second from the top is also a good Cleric Spell
tactic, as it protects it from being discarded by special powers This spell can be cast at any time to reflect back the effects of
such as those of Marco Volo . a just-played offensive psionic power card upon the original
user. (Def)
Pesquisa Brasil 2010: Deverá ir para o abismo após seu uso.
This is a counter-effect card, able to reflect psionic power
Cursed Idol cards.
14/RR This spell can only be used to reflect back an offensive psionic
Chase power card that has been cast at the player of this spell. Just
Magical Item like with Spell Turning and Reflection, a player cannot “turn
1 back” a spell that is not aimed at him. A champion outside the
If the attached champion is discarded as a result of combat, battle can aid a fellow champion, just like Dispel Magic and
the idol transfers to the opposing champion and inflicts a similar spells.
terrible curse. The cursed champion must attack every round.
If he cannot, his player must raze his foremost realm. (Off) Icon of Magic
19/RR
A champion cursed with the Idol must attack or the player must Chase
raze his foremost realm. If for any reason the champion cannot Artifact
attack, including realm restrictions or another player casting AD&D
Fear, the player must raze a realm. All champions in play must ask this player's permission to use
If a cursed champion is subsequently defeated in battle, the offensive wizard spells.
Cursed Idol would transfer to the next winning champion – and
so on. All champions must ask permission of the holder of the Icon
before casting offensive wizard spells. Realms and holdings
Tower of Spirits capable of casting spells do not have to ask permission.
15/RR Similarly, items such as the Quill Pen of the Planes that can
Chase duplicate spells do not have to ask permission to duplicate a
Holding spell, as long as the original spell was allowed.
Ravenloft
Only undead may attack the attached realm. Nectar of the Gods
20/RR
The strategy described in the text is incorrect, since any Chase
champion selected to attack must be legal in all respects (you Artifact
can’t choose a champion unable to attack in an effort to end AD&D
the battle). All champions in play must ask this player's permission to use
offensive cleric spells.
Gib Kcir
16/RR Boots of Fharlanghn
Chase 21/RR
Hero Chase
5 Magical Item
AD&D Defensive
Immune to harmful events. Discard this champion from her The champion wearing these boots gains earthwalking and
pool to the Abyss to send any nonrealm card in play to the swimming abilities as needed. A cleric wearing these boots
Abyss as well. can make unlimited attacks upon an opponent's realm until it is
Gib Kcir's power can be used in phase 3 to remove a nonrealm razed or the cleric is defeated. (Off)
card from play. The Boots of Fharlanghn is incorrectly identified as an
If Gib Kcir is used to remove a Dungeon card from play, she offensive magical item. It has no effect on the opponent, so is
goes to the Abyss. The Dungeon card goes to the Void. actually a defensive magical item.
Liga BSW: a título de esclarecimento, Gib Kcir é um campeão Card Combo (from Spellfire Reference Guide Volume II):
fêmea. Halcyon can enter battle, cast Mindkiller on the opposing
champion to win the battle, and then retrieve Mindkiller from
Card Combo (from Desafio aos Corajosos 2013): Jerome the discard pile. If the Boots of Fharlaghn is attached, Halcyon
Kasinskaia (8/IQBR)’s special powers can be used to retrieve can continue attacking, repeating the cycle.
Ward of Freedom (411/4th ed) and Divine Intervention (81/DL)
from the discard pile to this player’s hand, allowing him to use Card Combo: Attach the Chest of Many Things to Joliet the
Gib Kcir’s special powers many times during a match! Rash and choose for Joliet to become a cleric. Then attach the
Boots of Fharlanghn. Now Joliet may make unlimited attacks
Dispel Psionics on an opponent's realm and draw a spoils after each victory.
17/RR
Chase The Crystal Cave
Cleric Spell 22/RR
This spell can be cast at any time to negate the effects of a Chase
psionic power card or a psionicist's special power. Negated Realm
AD&D

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Only spells can be used when attacking this realm by combat. Portal to Limbo
Allies magical items, and artifacts have no effect. 25/RR
Chase
The Fair Princess Event
23/RR Play this event on an opponent's champion, who must draw
Chase and discard a card noting the last digit. The affected champion
Hero is sent to Limbo for a number of turns equal to the digit.
AD&D (Harmful)
In combat, this champion banishes opposing dragons to Limbo
until the end of their owner's next turn. Dragon allies cannot be This event may be negated by any player, but may only be
played against her. calmed by the attacker, not the defender, since it is only
The Phylactery harmful to the attacker.
24/RR Broken Arrow is played during combat, which means that the
Chase special powers of the attacker and defender have already
Magical Item activated. Therefore Broken Arrow will prevent an instant
(Def) defeat caused by one of the champion's special powers.
Can only be attached to a spellcasting undead champion. If
this champion is defeated as a result of combat, send this item
to the Abyss to return him to his pool instead.

Though not marked on the card, this magical item is


considered defensive.
If this item is attached to Strahd Von Zarovich, he immediately
returns to his pool upon defeat, rather than going to Limbo.
Any undead capable of casting spells can use the Phylactery;
they do not have to be a wizard or cleric.

Runes - Página 264


Birthright
Roesone you cannot discard Avanil, draw five cards, and use one of
1/BR those cards to stop a Cataclysm, Estate Trasference, etc.
Realm
Birthright Ghoere
Common 6/BR
Can defend itself as a level 5 hero who can use blood abilities. Realm
Birthright
Ilien Rare
2/BR Any ally may be played in defense of Ghoere as a hero. If
Realm successfully defended, the ally remains, acting as a hero
4 champion for future attacks against the realm.
Birthright
Common In addition to using allies as heroes to defend Ghoere, normal
Coast champions may be used.
Can defend itself as a level 4 wizard. Any champion can cast
wizard spells when defending Ilien. Tuarhievel
7/BR
The Spiderfell Realm
3/BR Birthright
Realm Common
Birthright Doubles the base level of any defending elves (champions and
Uncommon allies). Any champion defending Tuarhieval can cast wizard
Before a defender is chosen, the attacking champion must spells and use blood abilities.
draw and discard a card, noting the last digit of the card
number. If it's higher than or equal to his base level, he has Mur-Kilad
been poisoned and is discarded. Combat ends with no spoils. 8/BR
Card Combo (from Tim Barth, barth@twcny.rr.com): Play the Realm
holding Caves of Mystery on the Spiderfell. This allows all Birthright
attacking champions to have a chance at being discarded. If Common
the player has also put A Sure Thing in play, the opponent's Cannot be attacked by flyers or swimmers. Defending
champion must be discarded. earthwalkers gain 2 levels.

The Gorgon's Crown Cúpula BSW 2015: Underdark.


4/BR
Realm Baruk-Azhik
Birthright 9/BR
Rare Realm
Defending monsters are doubled in base level and can use Birthright
blood abilities. This realm is immune to offensive spells and Rare
harmful events. Cannot be attacked by flyers. Bazuk-Azhik prevents this
player's realms from being attacked via the Underdark realms.
Avanil
5/BR Cúpula BSW 2015: Underdark.
Realm
Birthright The Impregnable Heart of Haelyn
Uncommon 10/BR
Coast Realm
If unrazed, may be discarded from the player's formation at Birthright
any time to draw five cards. Common
Coast
Avanil can be discarded at any time to draw five cards. When Defending champions can cast cleric spells and use blood
Avanil is discarded in order to draw five cards, it is sent to the abilities. Defending clerics are immune to offensive blood
Abyss. abilities.
If Avanil is discarded while being attacked, the attacker draws
spoils. However, if a defender has not yet been chosen (i.e. Tower of the Sword Mage
combat has not begun), the attacker does not draw spoils and
11/BR
may choose another realm to attack.
Realm
If Avanil is targeted with a card that forces it to be discarded,
Birthright
such as Cataclysm! or Disintegrate, cards may not be drawn.
Common
Avanil may be discarded at any time (during any phase) to
Cannot be attacked by awnsheghlien. Defending champions
draw five cards and it is then placed in the abyss. Note that if
can cast wizard spells.
Avanil is discarded during battle, the attacker gets spoils. If no
defender is put forward and Avanil is discarded, then no battle Imperial City of Anuire
has occurred and an attacker may choose another realm to 12/BR
attack. Finally, Avanil may not be used to counter cards. Thus Holding

Birthright - Página 265


Birthright Event
Uncommon Common
Draw a card whenever an opposing player plays an event Play on one champion to allow him to use blood abilities. Lasts
card. until negated or champion is discarded. (Helpful)

The Heartland Outfitters Forge Ley Line


13/BR 21/BR
Holding Event
Birthright Rare
Common Negates for this player any champion's immunity to offensive
This player's Birthright champions can fly, swim, or earthwalk spells until the end of this player's next turn. (Harmful)
as needed.
Biding Your Time
Proudglaive 22/BR
14/BR Event
Holding Uncommon
Birthright Player can skip his turn and use it later in the game between
Uncommon any two players' turns. This event remains in play until used or
The base level of a hero defending the attached realm is canceled. (Helpful)
doubled or the base level of a defending champion is tripled if
he doesn't use allies. In Search of Adventure
23/BR
Kal-Saitharak Event
15/BR Uncommon
Holding Send one of your champions to Limbo until the beginning of
Birthright your next turn. When he returns, draw a card from the draw
Rare pile and add the last digit of the card number to the champion's
The base level of a defending monster is doubled. Monsters in base level as a permanent increase. (Helpful)
this player's pool are immune to psionic power cards.
Revolution!
Magical Source 24/BR
16/BR Event
Holding Common
Birthright Until the end of this player's next turn, no realm champions
Common may be used to defend. (Harmful)
Phase 4 spells cast by champions of this player gain a +4 level
bonus. The Spellfire Reference Guide Volume II incorrectly states that
if Revolution is played during a battle with a realm champion,
The Maze of Maalvar the Minotaur the round is over but the realm is not razed. Any time a realm
17/BR champion is defeated, as would be the case if Revolution! is
Holding played during a battle with a realm champion, the realm is
Birthright razed.
Common Any time a realm is defeated in combat, it is razed.
Only flyers or earthwalkers can attack the attached realm.
The Kraken Attacks!
Espionage! 25/BR
18/BR Event
Event Rare
Common Razes two realms in one player's formation that have
Examine another player's draw pile and place four cards of coastlines. The kraken can be satisfied (negated) by
your choice on the top. (Harmful) discarding champions totaling 8 levels or more from hand or
pool. (Harmful)
Cúpula BSW 2013: Cartas que possuam o termo “oponente”
em seu texto, quando refletidas, tem seu efeito normal no Crown of Regency
lançador original (Con Game/Rebater – Espionage/ Deflection, 26/BR
etc.). Magical Item
Common
Chaos! When the attached champion is used in defense, the crown
19/BR copies the powers of any holding in play for the defending
Event realm. (Def)
Rare
All players (starting with the event player) take turns playing Armor of The High King
event cards until all event cards in all hands have been played. 27/BR
Events which state they can only be played at certain times Magical Item
(Caravan, Weasel Attack, etc.) are played with no effect. 4
(Harmful) Common
During phase 3, the attached champion can retrieve one blood
While it make take a while for the effects of Chaos! to be ability card from his discard pile to his hand. (Def)
played out, this event does not have a lasting effect, and thus
is not affected by Wish. Card Combo (from Bluntaxe's Spellfire Page): Use Armor of
Investiture Ceremony the High King to recover Create Minion each time it is used to
20/BR retrieve a champion from the discard pile. If the Staff of
Mimicry is used to duplicate the Armor, two champions can be

Birthright - Página 266


recovered each turn. This combo is very effective to recover
champions like Korgunard the Avangion that are often Alertness
intentionally discarded. 35/BR
Blood Ability
Combo inválido devido à Pesquisa Brasil 2010 pag 22. Uncommon
Uma mesma carta não pode ser usada duas vezes no mesmo Blood ability. This champion can use his special power first,
turno. when defending. Alertness lasts until the end of this player's
next turn and can be dispelled. (Def/3/4)
Dragon's Teeth
28/BR Animal Affinity
Magical Item 36/BR
+? Blood Ability
Common Common
Draw and discard a card each time the Teeth are used in Blood ability. Creates a +4 ally which remains with the user
battle, noting the last digit of the card's number. For that round, until he is defeated. This ally cannot be forced to switch sides
the attached champion gains an undead ally equal to that digit. for any reason. (Def/3/4)
(Def)
Battlewise
Bracers of Brachiation
37/BR
29/BR Blood Ability
Magical Item Rare
Common Blood ability. Double the affected champion's current total level
Allows the attached champion and his allies to attack any until the end of this player's next turn. Can be dispelled.
realm showing trees, regardless of position or special powers. (Off/3/4)
(Def)
This card should be marked as Defensive.
Ring of Human Influence
30/BR Courage
Magical Item 38/BR
Uncommon Blood Ability
Heroes cannot defend against the attached champion (Off) Common
Blood ability. Allies of this champion cannot be discarded
Card combo: If the Sword and Helm of Garion is combined during battle or made to switch sides. (Off/3/4)
with the Ring of Human Influence, only psionicists and clerics
can defend. This card should be marked as Defensive.

Ring of Spell Storing Divine Wrath


31/BR 39/BR
Magical Item Blood Ability
Rare Common
Up to three spells playable in phase 4 may be stored in this Blood ability. All opposing allies are instantly discarded. No
item, remaining until used or dispelled. These spells may be new allies can be played against this champion. Lasts until the
cast during any battle, including combat where this champion end of this player's next turn. (Off/4)
is not involved. New spells may be attached during phase 3
only. (Def) Card Combo (from Tim Barth, barth@twcny.rr.com): Play
Divine Wrath so that your opponent cannot play allies. Then
Stored spells are kept face up with the Ring, unless the player follow with Melt Bone, which requires the opponent to play an
has Cyric or Ethereal Champion in play. Only phase 4 spells ally or be defeated.
can be stored and they must be used in phase 4 (combat).
Regeneration
Rod of Lordly Might
40/BR
32/BR Blood Ability
Magical Item Uncommon
4 Blood ability. The attached champion is not discarded when
Common defeated in battle; instead it goes to Limbo until the end of this
Can only be attached to heroes. This champion and attached player's next turn, when it returns to its pool. (Def/4)
allies are considered flyers. Allies of level 5 and lower cannot
be used against this hero. (Off)
Touch of Decay
41/BR
Amulet of Plane Walking
Blood Ability
33/BR Uncommon
Magical Item Blood ability. Examine an opponent's hand and pool. Discard
Common one magical item or artifact from either one. (Off/3/4)
The attached champion and its allies may attack any realm,
regardless of position or special powers, ignoring the effect of The Touch of Decay allows the player to examine an
an attached holding. (Def) opponent's hand and all cards in his pool, including any cards
face down.
Cloak of Displacement Cúpula BSW 2011: Se utilizado em um jogador com Herald of
34/BR Mei Lung (54/NS) o possuidor fica imune somente a retirar
Magical Item cartas de sua mão, o jogador da Blood pode descartar um
Uncommon item mágico ou artefato do poço.
The attached champion can attack twice if he wins on his first
round, but doesn't raze a realm. He uses new allies. (Def)

Birthright - Página 267


Unreadable Thoughts Bless Land
42/BR 50/BR
Blood Ability Cleric Spell
Common Uncommon
Blood ability. This champion is immune to the effects of All realm champions are doubled in level and are immune to
offensive psionic power cards and the special powers of the special powers of allies until the end of this player's turn.
psionicists. Play anytime to negate the effects of any just (Def/3/4)
played psionic power card. (Off/3/4)
The Spellfire Reference Guide Volume II incorrectly states that
This card should be marked as Defensive. if Bless Land is played during a battle with a realm champion,
only the realm champion is doubled, not attached cards.
Death Touch Because base level is not specified on the card, it is the
43/BR adjusted level (which includes attached cards) at the time
Blood Ability Bless Land is played that is doubled.
Rare When this spell is cast, it doubles the current adjusted levels of
Blood ability. all realm champions in play.
Blood ability. Opposing champion must draw a card from his
draw pile and note the last digit of the card number. If it is Blight
equal to or greater than his base level, he is instantly 51/BR
discarded. Can be dispelled. (Off/4) Cleric Spell
Common
Detect Life All realms, artifacts and holdings that grant extra cards are
44/BR negated while this spell is in play, which lasts until dispelled.
Blood Ability (Off/3)
Common
Blood ability. An opponent must display his hand for this round Cúpula BSW 2009: Tornada uma carta resposta (Counter
of combat. (Def/4) Effect), podendo usar seus efeitos a qualquer momento.

Invulnerability Investiture
45/BR 52/BR
Blood Ability Cleric Spell
Uncommon Common
Blood ability. This champion ignores the special powers of Cast at any time. Discard a regent champion from your pool to
offensive magical items of less than +4 enchantment or transfer the power to use blood abilities to another champion.
cancels one offensive blood ability card. (Def/4) (Def)

Cúpula BSW 2009: Tornada uma carta resposta (Counter Control Weather
Effect), podendo usar seus efeitos a qualquer momento. 53/BR
Cleric Spell
Tighmaevril Sword Uncommon
46/BR No flyers or swimmers can be involved in combat until the end
Artifact of this player's next turn without this player's permission.
Birthright (Off/3/4/5)
Rare
The attached champion can use blood abilities and instantly Transmute Metal to Wood
defeats regent. 54/BR
Cleric Spell
Wintering Common
47/BR Destroy one magical item or artifact in any player's pool.
Artifact
Birthright Part Water
Rare 55/BR
The attached champion is immune to either the special power Cleric Spell
of a champion or the special powers of his allies. The choice Common
must be made at the start of the player's turn and remains the This player's champions and allies can attack any realm
same until his next turn. showing a coastline until the end of this turn. (Def/3)

Emperor's Crown of Anuire Speak with Monsters


48/BR 56/BR
Artifact Cleric Spell
Birthright Common
Rare Instantly ends a battle with a monster. Both champions return
No Birthright champions can attack this player's realms or cast to their pools. No spoils of victory are drawn. (Off/4)
offensive spells against those realms.
The Spellfire Reference Guide Volume II incorrectly states that
Kingstopper if Speak with Monsters is played by a defender, the opponent
49/BR can continue the battle with another champion. In fact, in this
Artifact situation, the battle is over.
Birthright The explanatory text is incorrect. If an attacking monster is
Rare defeated, that player can make no further attacks and his turn
Protects the attached champion and all monsters in this moves into phase 5.
player's pool from harmful events.

Birthright - Página 268


Summon Insects This spell can be cast at any time (even during another
57/BR player’s turn) to allow a player to play a champion from his
Cleric Spell hand into his pool.
Common
Creates a +7 ally for the caster that devours (discards) one Drawmij's Instant Summons
opposing ally. (Off/4) 63/BR
Wizard Spell
Legion of Dead Uncommon
58/BR Take any ally, magical item, or artifact from your draw pile and
Wizard Spell play it immediately. Reshuffle the draw pile. (Def/3/4)
Uncommon
Creates an undead monster equal to the adjusted level of the This wizard is a must have for any deck with a combination of
casting champion. The spell acts as a champion and may allies, magical item, and artifacts — but remember to include a
attack or defend, lasting until the end of this player's next turn. champion that can cast the spell.
Attachments may be added normally, though are discarded !f played during phase 3 of the caster's turn, Drawmij's Instant
when the spell ends. (Off/3) Summons can bring either one magical item or artifact from the
draw pile to play immediately into the pool. Allies cannot be
retrieved in phase 3 because they're playable only during
Raze
combat. If played during phase 4 (must be cast by the
59/BR Champion in battle), the retrieved card can be played directly
Wizard Spell into a round of combat. In bolh cases, the retrieved card must
Rare be able to be legally attached to a champion. This spell does
This spell razes an opponent's realm that has no attached not allow a GREYHAWK artifact to be attached to a
holding, chosen by this player. The caster is immediately FORGOTTEN REALMS champion, nor does it allow a monster
discarded. (Off/3/4) to use a cards usable only by heroes.
The caster of Raze is discarded, regardless of whether the
The Gorgon
spell is successful or not. For example, if the opponent plays
Dispel Magic or Spell Turning, the caster of Raze is still 64/BR
discarded. Similarly, if the target realm is in a formation that Monster
has the spell Dragon's Eye Symbol of Power under one of the Birthright
realms, the realm is not razed, but caster of Raze is still Rare
discarded. Awnshegh. Can use blood abilities and wizard spells. This
If the caster is immune to offensive spells, he is still discarded. creature is so horrible that no allies can be played against him.
The caster being discarded is a requirement for use of the Immune to harmful events.
card.
If an attacking champion casts Raze on the realm being The Spider
attacked, both the attacker (since the realm is razed) and the 65/BR
defender (since the attacking champion is discarded) draw Monster
Spoils of Victory. Birthright
Uncommon
Card Combo (from Shadowlord's Spellfire Page): Use Awnshegh. Can use blood abilities. Immune to offensive cleric
Manshoon of the Zhentarim to cast Raze, then discard a card spells. The Spider can attack a razed realm. If victorious, the
from the hand to keep Manshoon from being discarded. If cast realm is discarded.
on a realm Manshoon is attacking, the player draws Spoils of
Victory. The Spider only needs to win its one round of battle, and the
realm is discarded and the player draws spoils.
Blood Drain Unlike normal battles, where a realm has to be undefended to
60/BR be razed, if the Spider is victorious in her battle, the realm is
Wizard Spell removed from play. This includes both defended and
Common undefended realms.
The affected champion can no longer use blood abilities. Lasts
until dispelled. (Off/3/4) Banshegh
66/BR
Otto's Irresistible Dance Monster
61/BR Birthright
Wizard Spell Rare
Common Awnshegh. Between 6 pm and 6 am the Banshegh is a level
Cast on any enemy champion in a pool; he cannot attack or 10 monster that can use blood abilities. Between 6 am and 6
defend until the Dance is dispelled. (Off/3) pm the Banshegh is a level 5 wizard capable of also casting
cleric spells. In either form the Banshegh is immune to
offensive spells.
Clone
62/BR
The Lamia
Wizard Spell
Rare 67/BR
Cast at any time to allow this player to bring a champion Monster
currently in play elsewhere into this player's pool. The Birthright
champion's powers are unchanged. (Def) Rare
Awnshegh. Immune to psionics. Can use blood abilities.
Clone, which may be cast at any time, allows a player to bring Wizards and clerics are a half their base level (rounded down)
a champion into play when that champion is already in play. In against the Lamia.
other words, this spell negates the Rule of the Cosmos. The
spell stays with the champion. If dispelled at any time, the Rule The Siren
of the Cosmos is restored and the champion is discarded if the 68/BR
original champion is still in play. Monster

Birthright - Página 269


Birthright Flyer. The Nightmare becomes +8 vs. clerics or wizards.
Rare
Swimmer. Awnshegh. Can use blood abilities. Can be sent to If Nightmare is played against a cleric or wizard, its special
Limbo to forcLe another player to attack this player's formation. power is activated and its level bonus becomes +8. If the ally is
The Siren is returned at the end of this player's next turn. later forced to switch sides, its level bonus only remains +8 if it
is still opposing a cleric or wizard, since the wording of the card
The Siren's power is used in phase 3 of the player's turn. indicates the bonus is increased "vs" (i.e. when opposing)
clerics or wizards.
The White Witch
69/BR Unicorn
Monster 77/BR
7 Ally
Birthright 6
Common Common
Awnshegh. Immune to offensive spells and harmful events The attached champion can cast wizard or cleric spells.
except those that have the word "fire," "flame," or "flaming" in
the title. Wraith
78/BR
The Hag Ally
70/BR 4
Monster Uncommon
Birthright Flyer. Undead. Reduces an opposing champion's base level
Uncommon by 2. If the reduced base level is 0 or less, the champion is
Awnshegh. Can cast wizard spells. Immune to psionics. If discarded.
defeated in combat, the Hag can "curse" an opposing player,
forcing him to discard a holding in play. Stirge Swarm
79/BR
Cerilian Dragon Ally
71/BR +?
Monster Rare
Birthright Flyer. Draw and discard a card from any opponent's draw pile
Uncommon when the Stirge Swarm is played, noting the last digit of the
Flyer. Can cast cleric spells. When attacking, the Cerilian card number, which is the bonus for this ally.
Dragon may use its breath weapon to destroy any holding in
the defender's formation. Ankheg
80/BR
The Shadow World Ally
72/BR +7
Rule Card Common
Birthright Earthwalker. Destroys one opposing nonflying ally.
Common
If defeated in combat, all halfling champions and allies can Wood Nymph
dimension door away, returning to their player's hand instead 81/BR
of being discarded. Ally
+3
Divine Right Common
73/BR The Wood Nymph becomes +6 if defending a realm showing
Rule Card trees.
Birthright
Common Giant Squid
All heroes in play may use blood ability cards. 82/BR
Ally
Orogs +8
74/BR Uncommon
Ally Swimmer. Instantly destroys (discards) any opposing Brine
2 Dragons, ignoring their special power.
Common
Orogs are +4 when attacking and/or +6 if attached to an
awnshegh. Lord Cronal
83/BR
Green Slime Regent
75/BR 9
Ally Birthright
4 Common
Rare Can use blood abilities and hero unarmed combat cards.
The Green Slime destroys the first magical item or ally played Inspires confidence in all allies played with him, who each gain
after it enters battle. 2 levels.

Nightmare Grimm Graybeard


76/BR 84/BR
Ally Regent
4 6
Common

Birthright - Página 270


Birthright 3
Common Birthright
Dwarf. Earthwalker. Can use blood abilities and can cast cleric Common
spells. Immune to offensive magical items of less than +2 Can use blood abilities. He can "borrow" one monster from any
enchantment. pool to act as an ally. If defeated, the monster ally is stripped
of attachments and returned.
Grimm's immunity extends to magical items with no icon level,
since these items have a bonus of less than +2. The Noble Outlaw
91/BR
Teodor Profiev Regent
85/BR Birthright
Regent Rare
7 Can use blood abilities and hero unarmed combat cards. Once
Birthright per turn, he can prevent a player from receiving a spoils of
Common victory, giving it to a third player instead. (In a two-player
Can use blood abilities. Gains 5 levels against monsters. game, no one collects spoils.)

Darien Avan The Noble Outlaw can only shift spoils to a third player, not to
86/BR the player owning the Noble Outlaw.
Regent
Birthright High Mage Aelies
Rare 92/BR
Can use blood abilities and hero unarmed combat cards. Can Regent
attack twice; if he wins his first round and doesn't raze a realm, 6
he can attack again, retaining one of his allies form the Birthright
previous round of battle. Uncommon
Elf. Can use blood abilities and cast wizard spells. Gains +2 to
Caliedhe Dosiere his base level for every unrazed Birthright realm in play.
87/BR
Regent The Sword Mage
Birthright 93/BR
Common Regent
Can use blood abilities. When attacking, he can cast cleric 7
spells; when defending, he can cast wizard spells. Birthright
Common
Tomkin Dross Can use blood abilities and cast wizard spells. Gains 4 levels if
88/BR spells are used against him.
Regent
Birthright The Wizard
Common 94/BR
Halfling. Can use blood abilities. Tomkin and his allies may Regent
attack any realm in play, regardless of position or special Birthright
power. Uncommon
Can use blood abilities and cast wizard spells. The Wizard can
The Elf Prince Fhileraene discard a realm in his player's formation to instantly win a
89/BR round of battle.
Regent
Birthright The realm discarded to activate The Wizard's power can be
Rare razed or unrazed. Because of its name, the Wizard is affected
Elf. Can use blood abilities and cast wizard spells. When by cards affecting wizards.
attacking, he can call upon his archers to destroy (discard) a
monster in player’s pool once per battle. The special power of this regent champion allow her to win any
round of battle by discarding a realm from her player's
The Elf Prince is a regent champion, and can use blood ability formation.
cards as part of his champion type's special powers. Regents The realm can be either razed or unrazed to activate this
are unique to the BIRTHRIGHT setting, and cannot be found special power, and must go to the discard pile.
on any other world. This special power is best used with razed realms.
This BIRTHRIGHT champion is best used when attacking, If the opposing champion is immune to a champion's special
especially when an opponent has monster champions in his powers, then a battle cannot be won in this manner.
pool. Much like the DARK SUN hero Agis (261/3rd), The Elf
Prince causes a monster champion in any opponent's pool to Nadia Vasily
be discarded when he is attacking. This special power occurs 95/BR
as the Prince is coming over to attack, but before a defending Regent
champion is chosen. Only those immune to a champion's 9
special powers can avoid this effect. Birthright
This potent special power is great to use on powerful monster Common
champions such as the Living Wall (58/ PO), The Gorgon Can use blood abilities and cast cleric spells. Clerics facing
(64/BR), or Oonga the Ape (30/RR). However, this champion's Nadia are at half their base level (rounded down).
special power will likely make him a target for players with
monsters. Moergan
96/BR
Tie'skar Graecher the Goblin King Regent
90/BR 6
Regent

Birthright - Página 271


Birthright to offensive spells, magical items, and events that specifically
Common target undead or monsters. (Helpful)
Can use blood abilities and cast cleric spells. Once per any
battle, Moergan can summon rains that force flying allies from Forced Conscription
the sky. They are discarded instantly. 3/BR
Chase
The Spellfire Reference Guide Volume II incorrectly states that Event
Moergan's power can be used once per turn. As the card All players must donate an ally to the event player's side in
states, the power is usable once per battle. battle, if they have one. All allies are discarded at the end of
This regent’s power is usable once per battle, not once per combat. (Harmful)
turn as stated in the Reference Guide.
Donated allies come from players' hands. Allies already in play
Barak the Dark are not affected.
97/BR
Regent Sphere of Annihilation
Birthright 4/BR
Common Chase
Can use blood abilities and cast cleric spells. Gains 3 levels if Magical Item
using a magical item weapon; gains 2 levels if allies are used +5
against him. Opposing champions defeated by the attached champion are
sent to the Abyss instead of being discarded. (Off)
Jana Orel
98/BR The Sphere of Annihilation's power only works were the
Regent opposing champion would normally be discarded. For
2 example, the Sphere does not work on champions such as
Birthright Drizzt Do'Urden and Ochimo that return to the pool after one
Uncommon defeat. Strahd Von Zarovich still goes to Limbo after defeat.
Can use blood abilities and cast cleric spells. Immune to Similarly, an opposing champion with Winged Boots returns to
offensive cleric spells. If Jana is to receive a spoils, this player its pool if the champion with the Sphere is not a flyer. The
can look at the top two cards in his draw pile and choose the realm Mistmoor also saves a defending champion from the
one he wants. effects of the Sphere.
Only defeated champions that would normally go to the discard
The Flower of Roesone pile upon defeat are sent to the Abyss as a result of the
99/BR Sphere's power. Thus, Strahd still goes to limbo (limbo is not a
Hero type of discard) and Tiamat's dragon's return to the pool.
6
Birthright Vacuous Grimoire
Common 5/BR
This foppish fighter tends to be underestimated in combat. Chase
Allies played against him lose 3 levels. Allies may have Magical Item
negative levels. If the attached champion is defeated by a champion able to
cast spells, the book is attached to that champion, subtracting
Gwenyth the Bard 5 from his base level. If the base level is now 0 or less, the
100/BR champion is discarded. (Off)
Hero
3 Manual of Puissant Skill at Arms
Birthright 6/BR
Uncommon Chase
Elf. Gwenyth's music is so enchanting she can prevent a Magical Item
champion in another pool from attacking her player's The attached hero may make an extra attack if he win his first
formation. The music lasts until the start of this player's next round and doesn't raze a realm. (Def)
turn, at which time she can select a different champion to be
affected. Book of Infinite Spells
7/BR
It's Good to be the King Chase
1/BR Magical Item
Chase The attached champion can cast wizard and cleric spells.
Event Phase 4 spells cast by the attached champion cannot be
Until the beginning of his next turn, this event player chooses dispelled. (Def)
which champions are able to attack. Even if negated, all
players must still address the event player as "Sir" or Libram of Ineffable Damnation
"Madam." (Harmful) 8/BR
Chase
The event player may choose any champion(s) or champion Magical Item
type to be able to attack, or may choose no champions to be Can only be attached to a wizard, who is now immune to
able to attack. offensive spells. If defeated in combat, this champion is sent to
Because this event has a duration, it can be removed with the Abyss. (Def)
Wish.
The Count of Muden
The Shadow World
9/BR
2/BR Chase
Chase Regent
Event 8
Until the end of this player's next turn, all undead are immune

Birthright - Página 272


Birthright Birthright
Swimmer. Can use blood abilities and psionic power cards. Can use blood abilities and cast cleric spells. Gains 5 levels
The Count controls the most powerful navy in Cerilia. All vs. awnshegh.
attached swimming allies of this champion are doubled in level.
Adara Addlepate
The Wizardess Carrie 16/BR
10/BR Chase
Chase Regent
Regent 4
4 Birthright
Birthright Can use blood abilities and cast wizard spells. Instantly
Can use blood abilities and cast wizard spells. Carrie can defeats any champion with a card number of "# of 25" (chase
summon a djinni to aid her in battle, which acts as a +8 flying cards), but must then be discarded herself.
ally.
The Blood of Azrai
The Pontifex of the Southern Coast 17/BR
11/BR Chase
Chase Event
Regent Adds 5 levels to any monster and makes it an awnshegh, who
Birthright can now use blood abilities. The event lasts until negated or
Can use blood abilities and cast cleric spells. The Pontifex can the champion is discarded. (Helpful)
be discarded in phase 5 to call for a crusade against another
player. Until the end of this player's next turn, all clerics in Taxation
pools must attack that player, if possible. 18/BR
Chase
When the Pontifex orders a crusade, all clerics must attack on Rule Card
their turn. Clerics may not be voluntarily discarded (such as Birthright
discarding a cleric to bring an avatar into play or sending Instead of drawing three cards at the beginning of a turn, each
Karlott to the Abyss to retrieve an event) to avoid attacking. player draws one card plus a card for each Birthright realm in
his formation. A minimum of one card is drawn; nothing can
Olaf the Sly reduce the draw below one.
12/BR
Chase Liga BSW (fórum 2011): As cartas geradas por Taxation não
Regent são consideradas cartas extras.
Birthright
Can use blood abilities and hero unarmed combat cards. In Diplomacy
combat, Olaf can "borrow" any magical item in play. At the end 19/BR
of the battle the item can be discarded or returned to the Chase
player; if returned, this player draws one card. Event
Playable only when first being attacked, the event player
Olaf can borrow one magical item during each round of battle requests that the attacker attack someone else's realm
in which he participates. instead. If he chooses to ignore the event, he must discard two
cards from his hand to continue his initial attack. (Harmful)
Targoth the Unclean
13/BR Blood Challenge!
Chase 20/BR
Regent Chase
4 Event
Birthright Play at any time to make an attack directly against a champion
Can use blood abilities and cast wizard spells. All non- cleric in any pool. Combat lasts for one round and the loser is
champions are halved in base level (rounded down) against discarded. The winner receives a spoils of victory, even though
Targoth. no realm was razed. (Harmful)

Rhuobhe the Manslayer Blood Challenge interrupts the current turn and phase, so if the
14/BR event is played during the event player's turn, the player may
Chase still attack a realm during phase 4.
Regent
Birthright Festival
Elf; Awnshegh. Can use blood abilities and cast wizard spells. 21/BR
When attacking, Rhuobhe can imitate the special power of any Chase
champion in any pool. Gains 4 levels against non- monster Event
champions. No combat can occur until the start of the player's next turn.
Each player draws a card when this event is played. (Harmful)
Rhuobhe's power is triggered as soon as he comes forward to
attack. However, the power copied is subject to normal rules
Child's Play
for the power. If it is a power only used in battle, Rhuobhe
cannot use the power until a defender is chosen. Once the 22/BR
battle is over, Rhuobhe loses the imitated power. Chase
Event
Subtract the age of the youngest player from the age of the
Kaeriaen Whiteheart
oldest player in the game. That number is counted as a bonus
15/BR to your side in this round of combat. (Helpful)
Chase
Regent
6

Birthright - Página 273


The Fates Only champions in pools are affected by this event. If a
23/BR player's champions in his pool are immune or otherwise not
Chase affected by the event, but the player has champions in his
Event hand that are not immune, he does not need to attack.
Each player draws and discards a card, noting its last digit. If
it's even, lose that many cards from hand, pool, or formation. If Mebhaigl Surge
it's odd, draw that many cards. 25/BR
Chase
If forced to discard cards, they must come from hand, pool, or Event
formation. A dungeon card or may not be discarded to meet All players may return their defensive spells from their discard
the requirement of the Fates. piles to their hand. (Helpful)

Pesquisa Brasil 2010: Pode ser usadas no mesmo deck que


Sure Thing, porém uma não se beneficia do poder da outra

War Declared!
24/BR
Chase
Event
Until the end of this player's next turn, all players must attack
on their turn if they have champions in their pools. All
champions and allies can fly, swim, or earthwalk as needed.
(Harmful)

Birthright - Página 274


DRACONOMICON

Rauglothgor's Lair The major advantage of this realm is that it is difficult to attack,
#1 of 100 since only flyers or earthwalkers and reach the realm. The
Forgotten Realms realm's power to double Infyrana the Dragon's base level is of
Realm limited usefulness, since it is so specific.
Any nondragon champions attacking this realm are at half their
base level (rounded down). Undead defending this dragon's What can be more dangerous than trying to sneak into a
lair are immune to harmful events. dragon's lair? Trying to assault one that used to be a Dwarven
stronghold, defended by magic-wielding kobolds, and having
Rauglothgor's Lair is an excellent realm to add to your deck. the dragon know you're coming. Beware the Dragon Mountain.
Unless you are up against a dragon deck, most
opponents will start at half their base level. This alone makes it Lair of the Shadowdrake
worthwhile. Once you add in the fact that defending undead AD&D
are immune to harmful events, it becomes a must to any Realm
undead theme deck. Be aware that only the undead defenders #3 of 100
are immune to the events, not the realm itself, so although If Menzoberranzan is in play when this realm is played, Menzo
Nemon Hotep [NS-67] would be immune to the effects of any is discarded. While this realm is in play, the Underdark allies
harmful events while defending this realm, Rauglothgor's Lair gained by the Triumvirate realms are negated.
could still be affected by Cataclysm! [4th-119]. One of the best
ways to make the most out of Rauglothgor's Lair is to put it in Lair of the Shadowdrake is an excellent response to someone
the front rank of your realms and put down the rule card using Menzoberranzan [4th-1]. Not only do you get a new
Negative Planar Energy [NS-83]. Now, not only are realm when you put it down, you can discard another. This
nondragons at half base level, your undead defenders can first power only works when Menzoberranzan is already in play, so
subtract their base level from the attacker's base level. If if you put the Lair of the Shadowdrake down before Menzo is
reduced to 0 or less, they are discarded, and the spoils is in play, it has no effect on that realm. Be careful that you don't
yours. You can make this even more deadly by having Powers put this realm down while Menzo is in your own formation, or
of the Land [DR-12] attached to another realm in your you will discard your own realm. If multiple players wish to play
formation, (Powers of the Land is a Ravenloft holding, so it Menzoberranzan after the Lair discards it, the option to play
cannot be attached to Rauglothgor's Lair) and have all of your the realm start with the active player (most likely the one
defending undead double their base levels. Rauglothgor is the playing the Lair) and moves around the table in the order of
dracolich that Shandril defeated with spellfire in the novel that play (clockwise, unless Wild Magic Surge [FR-10] is in effect).
is Spellfire's namesake. The additional power of negating the Underdark allies gained
Only undead defenders are immune to the events, not the by the Triumvirate realms can make this a very powerful target
realm itself. For example, Rauglothgor's Lair is affected by for your opponents. Again, beware, for this realm can cancel
Cataclysm!. out your own Triumvirates if you choose to include them in the
same deck.
Card Combo (from Tony Novello): Put Rauglothgor's Lair in
the front rank of your formation and play the rule card Negative Dragonspine Mountains
Planar Energy. Now not only are nondragons at half base #4 of 100
level, your undead defenders can first subtract their base level Forgotten Realms
from the attacker's base level. If reduced to 0 or less, they are Realm
discarded, and the spoils is yours. You can make this even 6
more deadly by having Powers of the Land (12/DR) attached Coastal
to a Ravenloft realm in your formation. Now all of your Dragons defending this realm are immune to offensive spells,
defending undead double their base levels. psionics, and blood abilities. This realm can defend itself as a
level 6 dragon champion.
Dragon Mountain
#2 of 100 This realm is a coastal realm. This realm allows all defending
AD&D dragons immunity to offensive spells, psionics, and blood
Realm abilities. This immunity extends to include special powers that
Can only be attacked by flyers or earthwalkers. Infyrana the fall under these three categories, like the ultrablast power of
Dragon's base level is doubled when defending this realm. Kerm of Tyr [PO-21], but only those that affect the defender,
not the defender's pool or hand. Keep in mind that the level 6
This realm is very similar to several other realms, in that it can realm champion is a dragon, and therefore is also entitled to
only be attacked by flyers or earthwalkers. If you are the immunities. This realm should be considered for dragon
constructing a deck that limits the number of possible attackers theme decks, but does not give a lot of benefits to decks with
that an opponent may use, this one should be considered. The few dragons in them. It should be remembered that the realm
ability of doubling Infyrana's base level when defending is a has none of these immunities except when defending itself in
nice touch, but not altogether practical, because it means you battle. If you are considering a deck whose realms all possess
must rely on having that one card in your hand or pool when realm champions, keep Dragonspine Mountains in mind, for
attacked. Although not a bad realm, if you're debating over one the added immunity to the champion makes this realm
realm of this sort, Shining Lands [AR-87] is a better choice, as champion quite a challenge.
it also adds spell immunity and the ability to have any holding This realm has to powers that make it a good addition to any
attached to it. In addition to the Shining Lands, Dragon deck. Since Menzoberranzan appears in virtually every deck,
Mountain is a fine choice. the Lair's power to discard Menzo is very useful.

Draconomicon - Página 275


While Triumvirate realms are not seen nearly as much as champion's level. The champion with the hight total wins the
Menzo, negating Triumvirate allies is a nice additional benefit battle.
to this realm. But this power is a double-edged sword, since it
also negates a player's own Triumvirate allies. This is a coastal realm. Mount Nevermind is a very potent
Dragonlance realm. This realm causes each combatant
This mountain range separates the Moonsea from the Ride, (attacker and defender) to draw a card and add the last digit of
and is home of the Citadel of the Raven. In it's shadow sits the it's series number to that champion's base level. No other
once-powerful ruins of Zhentil Keep, now slowly being rebuilt. cards can effect the outcome of the battle, including events
and the special powers of the champions involved. So if the
Griff Mountains Living Wall [PO-58] was defending, and drew Perrenland [4th-
#5 of 100 19], the Living Wall would be at level 19, but would not be able
Greyhawk to absorb any opposing champion, regardless of their level. As
Realm an interesting side effect, since Mt. Nevermind doesn't actually
Coastal say to discard the drawn card, Perrenland would go to the
Defending dragons and giants are doubled in base level and hand of the Living Wall's owner. This realm can be exploited
are immune to offesive magical items. Attacking champions by using a card that allows you to re-arrange or place cards on
and allies that are not flyers lose their special powers. top of someone's draw pile, thereby knowing what variable
they will receive. Of course, this must be done before combat
This is a coastal realm. The Griff Mountains is an excellent is declared on Mount Nevermind. Since rule cards are the only
realm for those dragon and giant theme decks, and a good cards that activate before a realm's power, someone with A
choice for many other decks. The doubling of base level and Sure Thing [NS-74] would still benefit from this rule's power
immunity to offensive magical items only benefits the and make this realm practically automatic victory for the rule
defending dragons and giants, but this will affect both card's owner.
champions and allies that are designated as dragons or giants.
The Griff Mountains will cancel all non-flying attackers special Palanthis
powers, regardless of whether the defender is a dragon/giant #8 of 100
or not. Having something in the pool that adversely affects Dragonlance
flyers, such as Gloriana [1st-3] will help insure that any Realm
attackers of the Griff Mountains will not be using their powers. Coastal
Dragons and wizards cannot attack this realm. Defending
The Griff Mountains divide the Hold of Stonefist from the dragons and wizards are immune to offensive spells and
Duchy of Tenh, and from the Theocracy of the Pale below. harmful events.
Very few humans are sturdy enough to live in the Griff
Mountains, although there is a rumor of a tiny realm hidden in This is a coastal realm. Any realm that reduces the range of
the heart of the range that overflows with gold and jewels. possible attackers is worth considering. Palanthas takes two
champion types out of the running. This restriction applies to
Vesve Forest all champions that bear the wizard icon, and all cards
#6 of 100 designated as dragons. The connection of wizards and
Greyhawk dragons continue, as defending dragons and wizards are
Realm granted immunity to offensive spells and harmful events. Note
Coastal that this immunity does not apply to the realm, only the
Swimmers cannot attack this realm. For each magical item and dragons and wizards that defend it. Remember that defending
artifact attached to an attacking champion, subtract 2 levels wizards and dragons become immune to events, so those
from his total. The champion's level cannot drop below 1. targetted by stealing events (such as Cure of the Azure Bonds
[FR-4]) will be immediately freed, with both the attacker and
This is a coastal realm. The Vesve Forest has two separate defender going to their pools. If Palanthas is your front realm,
powers that can affect the attacking champion. First, it restricts you can reduce your chances of attack for a turn by using The
swimmers from attacking this realm. This includes both Apple of His Eye [FR-c12] to limit attackers and defenders to
champions and allies, and is always in effect, even if in the wizards (since you can't specify champion characteristics like
front ranks where the champion wouldn't have to swim to being a dragon).
reach the Vesve Forest. It's second power is that for every
magic item and artifact attached to the champion, 2 levels Mount Deismaar
must be subtracted from the attackers adjusted level. #9 of 100
Therefore, if Merika [4th-326] attacked the Vesve Forest with Birthright
the Shield of Devastation [4th-174] and the Wand of Magic Realm
Detection [DR-76], her adjusted level would be 1 (3 + 2 + 0 = 5 This player's champions are immune to offensive blood
- 2 for each magic item, so 5 - 4 = 1). If she decided to add abilities. Any champion defending this realm can use wizard
The Necklace (176/4th), her level would stay at 1, (because it spells and blood abilities.
cannot drop below 1) but if another card, like a spell or ally,
were added later, the -2 for the necklace would have to be This realm's powers are pretty straight forward. As long as
factored in. Mount Deismaar remains unrazed, all of this player's
The Vesve Forest is the largest hardwood forest in the champions are immune to offensive blood abilities, whether
Flanaess. It is renowned for it's variety of excellent woods and attacking, defending, or in their pool. This is an excellent
other commodities, including a fungi unique to the forest that is immunity for someone going up against any Birthright or regent
used in the creation of several magical oils. based deck. As long as a champion is defending this realm, he
also has the ability to use blood abilities and cast wizard spells.
Mt. Nevermind This does not give the realm itself the ability to cast spells, nor
#7 or 100 does it extend this ability to champions in the pool, so a spell
Dragonlance like Shadow Engines [4th-404] could not be countered by a
Realm Dispel Magic [4th-370], unless a champion in your pool already
Coastal had the ability to cast spells, because it would come during
Champions cannot use other cards (even events) or special phase 3, and there wouldn't be a defending champion yet. The
powers when attacking or defending this realm. Instead, each best way around this card is the dungeon The Torture Room
champion draws one card and adds the last digit to the [DU-12], which strips all opponents of their immunity to blood
abilities, making this realm much weaker.

Draconomicon - Página 276


just defeated. Other cards that benefit undead work well with
Dragon's Horde Powers of the Land. Cards like Negative Planar Energy [NS-
#10 of 100 73] and Ancient Arms of the Great Kingdom [3rd-145] are great
AD&D choices.
Holding
Dragons attacking this player's formation can attack only the All of Ravenloft can feel the presence, but none can control it.
attached realm; else they cannot attack. Even those who are considered Lords in the lands of Ravenloft
are trapped and must answer to the powers of the land, and
This holding is an AD&D holding and can only be attached to the ever-present Ravenloft Mists
AD&D realms, or realms that allow any holding to be attached.
This is quite the risky holding to include in your deck. The The Mistmarsh
power only limits cards designated as dragons, and if your #13 of 100
opponent(s) have none in their deck, it will be worthless. Greyhawk
However, if your opponent(s) have dragons, it can be quite Holding
devastating. This holding forces all dragons (champions and 5
allies) to attack only the attached realm when attacking this Flyers cannot attack the attached realm, and defending
player's formation. Exploit this by attaching it to a realm that swimmers return to their pool if defeated. This holding can
puts further limits on the attacker. A good choice is The Lost defend the attached realm as a level 5 monster.
City [RR-16], because now the only dragons that can attack
are non-flying, non-swimming AD&D dragons. An even more This holding is a Greyhawk holding and can only be attached
effective approach would be to have it attached to any realm in to Greyhawk realms, or realms that allow any holding to be
your formation except Border Garrison [DU-31], because now attached. This is a very nice holding if you're looking for
dragons could not attack any of your realms until Border defensive abilities. The Mistmarsh prohibits flyers from
Garrison is razed or discarded. The same effect can be had by attacking the attached realm, and this includes both champions
attaching the Dragon's Horde to Council Aerie [AR-86], which and allies. Any defending champions that are swimmers return
prevent dragons from attacking it. A dragon deck must have a to their pool instead of being discarded. This means it works
good way to defeat this holding if it wishes to attack. well with Song of the Dragonlance [DU-22], since it allows all
your champions to be swimmers. The Mistmarsh also is able to
Dark Depths defend the realm as if it had a realm champion of it's own. If
#11 of 100 the attached realm has a realm champion, like Isle of the Ape
AD&D [RR-1], the Mistmarsh defender can still defend the realm.
Holding However, if the Mistmarsh OR the realm champion is defeated,
A realm with this holding is immune to the special powers of the realm will be razed. It doesn't matter which way the realm
Underdark realms. defends itself. An excellent way to use the Mistmarsh is to
This holding is an AD&D holding and can only be attached to attach it to the Shining Lands [AR-87], because then only
AD&D realms, or realms that allow any holding to be attached. earthwalkers would be able to attack the realm.
Although any time you see the word immune you may feel
inclined to include that card, don't be fooled by this holding. It The Mist Caves
confers immunity to the attached realm, but this immunity is #14 of 100
only from the special powers of Underdark realms. Only six Forgotten Realms
Underdark realms would be affected by Dark Depths if it is Holding
attached to an AD&D realm (TU-2, TU-4, TU-5, TU-6, TU-c6, & The attached realm cannot be attacked by flyers or swimmers.
IQ-5). This does include the Triumvirate realms, however, and Giants defending this realm are immune to offensive magical
for that reason should not be completely dismissed. Its value items.
increases slightly if your deck contains several realms that can
have any holding attached to it. This holding is a Forgotten Realms holding and can only be
attached to Forgotten Realms realms, or realms that allow any
This magical land was once deep beneath the City of holding to be attached. This is a great holding, because there
Greyhawk. Filled with giant mushrooms and roaming Trolls, are several realms that it can be attached to that already limit
the Dark Depths were deemed to dangerous and the Circle of the attackers to flyers and/or swimmers, and by attaching the
Eight estate transferrenced the entire area to the nether world. Mist Caves, it effectively makes it almost impossible to attack
the attached realm without magical aid. Some of these realms
Powers of the Land include Kozakura [FR-13], and the Coral Kingdom [4th-10].
#12 of 100 This restriction also extends to the champion's allies. The
Ravenloft ability to give defending giants immunity to offensive magic
Holding items is more of a secondary power, but if you have any giants
The base level of undead champions defending any realm of in your deck, it's just an added bonus to an already efficient
the player is doubled. Undead champions defeated while holding.
defending the attached realm return to their pool instead of
being discarded. Dragon's Crown
#15 of 100
This holding is a Ravenloft holding and can only be attached to Dark Sun
Ravenloft realms, or those realms that allow any holding to be Holding
attached. Powers of the Land is a must card for any undead If attached to the Dragon's Crown Mountains, this player's
themed deck. This holding doubles the base level of all champions all become dragons. If attached to other realms,
defending undead (champions and allies), but not just for the the defending champion is immune to offensive spells.
attached realm, but for all of this player's formation. Note that
this doubling only takes place during defense of a realm, so This holding is a Dark Sun holding and can only be attached
spells and powers that affect champions of a given base level to Dark Sun realms, or realms that allow any holding to be
will work normally against this player's pool, but will have to attached. When this holding is attached to any realm but
take the base level adjustment into consideration when Dragon's Crown Mountains [4th-39], it bestows offensive spell
affecting an undead defender in combat. As an added bonus, immunity to it's defending champions. When it is attached to
any undead champions defeated while defending the attached Dragon's Crown Mountains, it causes all of this player's
realm are returned to their pool with any attachments. They champions to be considered as dragons. In turn, this grants
keep their attachments because they are not really discarded, immunity from offensive spells and offensive psionic power

Draconomicon - Página 277


cards to all of this player's champions (see the Dragon's Crown cards that retrieve champions from the discard pile, because it
Mountains). The only hindrance this bestows is that now all of is not restricted by being a spell, therefore you don't need a
her champions can be affected by cards (not counting champion in the pool to cast the spell, or conform to turn phase
offensive spells and psionic cards of course) that affect restrictions. This event does cause you to return the cards to
dragons specifically. Dragon avatars such as The Celestial your hand, so make sure you don't use this right before you
Emperor [DR-43], Tiamat, God of Evil Dragons [DR-44], or have to discard down to the maximum number, unless you
Bahamut, God of Good Dragons [DR-45] would be a good have room for two more cards. Since Dragon's Graveyard is a
addition to decks containing both the Dragon's Crown and helpful event, cards such as Calm [3rd-400] have no effect,
Dragon's Crown Mountains, for their special powers affect all although it could still be canceled by a card such as Limited
of this player's dragon champions which could possibly affect Wish [4th-382].
all of this player's champions. It is important to remember that
this power only effects champions in play, and not in your The Dragon's Graveyard is a legend as old as the dragons
hand, discard pile, deck, Limbo or the Abyss. This important themselves. Said to be located somewhere in the Hell
due to cards like Dragon's Graveyard [DR-18]. Furnaces, this massive graveyard is covered with the remains
of hundreds of Wyrms.
Council of Wyrms
#16 of 100 Wyrm's Decree
Event #19 of 100
Dragons meet to discuss war and peace! Players may draw a Event
card for each dragon in their pool; these champions may not Until this player's next turn, cards cannot be drawn by another
attack or defend until the beginning of the event player's next player from your draw deck, discard pile, or hand, and
turn. opposing players cannot force you to draw or discard cards.

This event is useful in decks with a lot of dragon champions, This event stops all opponents from drawing cards from your
because it allows you to draw a card for each dragon in your hand, draw or discard piles, or forcing you to do the same. This
pool. This does come with a penalty. For each card you draw, protects your deck from many different cards, including Great
one of these dragon champions cannot attack or defend until Shout [FR-41], Deja Vu [AR-100], Ninjas [4th-239], and many
the event player's next turn. This event can affect all players, others. It can partially affect some cards, such as Discovery of
but is considered helpful because each player has the option Spellfire [2nd-401]; whose player would still be able to look at
to draw cards; they are not forced. You also have the choice the hand of the player protected under the Wyrm's Decree, but
as to how many cards you draw. If you have three dragon would not be able to discard a card. As this is a helpful event,
champions in your pool, you could draw from 0 to 3 cards, but cards such as Calm [3rd-400] and Delsenora [1st-c10] have no
for each card drawn, you must designate a dragon that is effect, but Wyrm's Decree can still be canceled by Limited
taking place in the Council of the Wyrms. Since it is a helpful Wish [4th-382] or Intercession [RR-48]. A useful time to use
event, cards such as Calm [4rd-400] have no effect, although it Wyrm's Decree is when you know your opponent has cards
could still be canceled by a card such as Limited Wish [4th- that force you to draw or discard cards. If your opponent
382]. attacks with a champion that has the Vorpal Blade [FR-56]
attached to it, put down Wyrm's Decree before you bring
Once every hundred years the dragons meet. What is forward your defender. You can also make it work on the
discussed is unknown to outsiders, but it is believed that they offensive, by using one of the cards that enable you to
exchange information and gossip from their respective corners examine another's hand, such as Discovery of Spellfire, and if
of the world. This must also be a time of truce for these ancient someone has several spells, events, allies, etc. that will be
creatures, as even bitter enemies are said to exchange affected by the Wyrm's Decree, play it before you attack.
information.
Cúpula BSW 2008: Tornada uma carta resposta (Counter
Dragon Magic Effect), podendo usar seus efeitos a qualquer momento.
#17 of 100
Event Dragon Raid!
Until the end of this player's next turn, only dragons can cast #20 of 100
spells. Event
Until the end of this player's next turn, all dragons can attack
This event creates a large limit on who is able to cast spells. as many times as they wish (if successful) until a realm is
Only cards designated as dragons can cast spells, but this razed.
does not confer spell-casting ability onto non-spellcasting
dragons. Therefore, while Dragon Magic is in effect, Sharla Here is another event that mainly benefits those decks that
[4th-290] could not cast spells, but neither could Flashburn focus on dragons. This event allows all dragons the ability to
[DR-32], even though he is a dragon, unless he had an repeatedly attack a realm, as long as they are victorious, until
attachment that allowed him to cast spells, such as Viperhand the realm is razed or the attacker wishes to call off the attack.
[3rd-103]. Dragon Magic can be stopped by Calm [3rd-400] for This event does affect all players, but only when attacking,
individual players, or canceled for everyone with Limited Wish therefore your dragon champions could not defend more than
[4th-382] or Intercession [RR-48]. Such spells can be cast by once a battle, unless it has been granted that power by
non-dragons to counter Dragon Magic when first played, but something else. A wonderfully nasty way to use this card is to
not once the event has fully taken effect. Coupling this event do so in conjunction with Apple of His Eye [FR-c12], so that
with another, such as Dragon Raid! [DR-20] can make a only monsters can attack or defend (since you cannot choose
dragon deck even more dangerous for a short time. dragons), and then attack with Edormira, Red Dragon [1st-c2];
now only non-monster champions immune to events can
Dragon's Graveyard defend. It would work also if you attacked with the Dragon
#18 of 100 Hatchling [DR-c8]. As this is a helpful event, cards such as
Event Calm [3rd-400] and Delsenora [1st-c10] have no effect, but this
Return one dragon champion and one dragon ally from the event can still be canceled by Limited Wish [4th-382] or
discard pile to your hand. Intercession [RR-48].

This event is most useful in a deck with a lot of dragons, so "The dragon raid of Mulmaster 2 winters ago was a terrible
that you can take full advantage of this event and retrieve both sight indeed. The great red beast came again and again,
a champion and an ally. This is more useful than several other

Draconomicon - Página 278


slaying all in it's path. When the dragon had it's fill of feast and be attached, allowing the trapped champion to be discarded so
booty the city lay in ruin." that a selected card can be placed on top of the draw pile.
- Lord Bo the Champion
Forced Revolt
Dragon Fear #23 of 100
#21 of 100 Event
Event An opposing player must either discard all allies in his hand or
All champions of base level 5 or less suffer from dragon fear may discard one champion from his pool. If he has no allies,
and cannot act (attack or defend, cast spell, use psionics, etc.) he must discard a champion from his pool. (Harmful)
unti the end of this player's next turn. This event targets neither allies or a champion. The choice
goes to the person who had the event played on him. If he
This event stops all champions of base level 5 or less from any chooses allies, he must discard all allies in his hand, and if he
activity at all until it expires. This includes any champions has no allies, or chooses a champion, he must discard one
entering into play from the hand. This event is very effective in champion (and his attachments, if applicable) from his pool.
keeping at bay those pesky low-level champions with Although getting rid of an opponent's allies is great, disposing
devastating special powers, like Hettman Tsurin [4th-257]. This of a champion can be even better. Try to control the selection
event lasts until the event player's next turn, so is most process by waiting until your opponent's pool has just a few
effective if played during his turn. This event can be quite champions, or better yet, only the one you want to get rid of.
catastrophic to all players if coupled with the rule card Time of Then hit him with the Forced Revolt. If he hasn't any allies,
Troubles [FR-99]. While both of these cards are in play, only you've knocked off your target, otherwise, he no longer has
champions of base level 6 are able to attack or defend. Dragon any allies, and is more vulnerable to attack. This event can be
Fear can be stopped by Calm [3rd-400] for individual players, canceled by Calm [3rd-400], Limited Wish [4th-382], or
or canceled for everyone with Limited Wish [4th-382] or Intercession [RR-48]. If your opponent chooses to discard a
Intercession [RR-48]. champion, he must choose any champion from his pool.
Champion immunity to events means nothing for this event,
Only the strongest can withstand the Dragon Fear. The sight of since the event does not target the champion, but the player.
a great Wyrm in all it's glory has caused many young The Forces Revolt event is played on a player, not a champion
adventurers to seek a career change. or pool. However, if the target player has no allies, and all
- Athena Fernwood, halfling mercenary annd collector of many champions in his pool are immune to events, nothing is
fine baubles. discarded.

Trapped! Favorable Winds


#22 of 100 #24 of 100
Event Event
Play on an opposing player's champion, who can do nothing Must be played immediately upon being drawn. Each player
until this event is negated. A trapped champion remains in his draws one card for each flyer in his pool. (Helpful)
pool while imprisoned. (Harmful)
Upon first glance, this sounds like a good card for a flyer deck.
Trapped! is a very powerful event, as it remains in effect until it You get a free card for each flyer in your pool. But this card
is negated. This event can be played on any champion not doesn't always work out the way one might like. First of all, it
immune to events, and it stops that champion from performing affects all players, so you can just as likely give your
any actions at all. This includes attacking, defending, casting opponent(s) more cards then you can get. Secondly, and more
spells, psionics, blood abilities, etc. If this event is played on a important, Favorable Winds must be played as soon as it's
champion while in battle, he returns to his pool with any drawn. If this event comes up early in a game, you could end
attachments, defeated, and any allies or power cards are sent up with no extra cards and an event wasted in your Void.
to the discard pile. It cannot be played on realm champions. Unless you like the gamble of possibly being able to get a lot of
Because this event has an extended duration, it can be cards, stick with one of the other cards that grant you extra
removed by Wish [4th-384], although the trapped champion cards, like Good Fortune [4th-120]. As a theme deck idea
could not cast the spell. Calm [3rd-400], Limited Wish [4th-382] though, Favorable Winds combined with Council of Wyrms
and Intercession [RR-48] can all also cancel Trapped! This [DR-16] are mainstays in the "Liquid Dragon" deck. This deck
event works best on those champions that make everyone is filled with flying dragon champions and can result in huge
nervous, like the Living Wall [PO-58], but is most effective card draws from the above two events. This is still risky, as you
when it cannot be quickly canceled. Wait until you know your might draw Favorable Winds too early to be put to good use.
opponent has no way of countering it, either by inspecting his
hand, or waiting until after he plays a Calm or the like. The Blessing of Zorquan
most effective use of Trapped is with the card Wrath of the #25 of 100
Immortals [4th-157]. Since the Wrath states that the targeted Event
champion must attack or defend first, and Trapped means it Until the end of this player's next turn, cards specifically
cannot attack or defend, that player can be attacked with no designed to harm dragons or monsters do not function agtainst
hope of defense without a counter. If this event is played on a this player's champions. (Helphful)
champion that grants other champions abilities, like many of
the avatars, it may not cancel all special powers. Bahamut, Here is an event that is a good defensive card for those
God of Good Dragons [DR-45], for example, would not be able monster and dragon decks. This causes all types of cards that
to attack or defend, but that player's defending champions specifically target monsters or dragons to not function in that
would still be doubled in base level, because this power capacity. Therefore, Agis [3rd-261] could still attack, but could
doesn't take any action on the part of Bahamut, just his not destroy a monster from the pool of the event player, and a
presence in the pool. Cards may be attached to a trapped card like Dragon Slayer [AR-51] would have no effect against
champion while in the pool. For example, the magical item this player, but would affect all others normally. This is a
Runes of the Future [RR-c13] can be attached, allowing the helpful event, and cannot be effected by Calm [3rd-400] or
trapped champion to be discarded so that a selected card can Delsenora [1st-c10], but this event can still be canceled by
be placed on top of the draw pile. Limited Wish [4th-382], Intercession [RR-48] or Wish [4th-384].
Trapped! cannot be played on a realm champion.
Cards can be attached to a trapped champion while in the
Infyrana the Dragon
pool. For example, the magical item Runes of the Future can
#26 of 100

Draconomicon - Página 279


AD&D One of the best champions to come out of the Draconomicon
Monster set. Pelath has many advantages for both phase 3 and
8 combat. He can fly and swim giving a great range of choice
Flyer. Infyrana can cast wizard spells and is immune to the when attacking. The lesser combat power of opposing
special powers of heroes and allies. If discarded as a result of swimmers (champions and allies) not being able to face Pelath
combat, she can destroy one magical item or artifact in play. in combat is an added bonus to a great card. This means when
attacking, swimmers may not defend, and when defending
Infyrana is loaded with special powers. First of these is that against a swimmer, the opponent goes back to their pool
she is a dragon (by her title), allowing her access to the defeated, with no spoils of victory awarded. Also, being a
dragon-only spells and unarmed combat cards. This power dragon and a caster allows Pelath to use the dragon-only
also allows her to be targeted by cards that do bad things to unarmed combat cards and spells. Being a wizard champion
dragons of course. Next is Infyrana's power of being a flyer, rather then a monster is rare for a dragon and is a huge plus if
giving you access to attack realms in the rear of your playing a dragon theme deck, because so many cards target
opponent's formation(s). The most powerful of her powers are monsters to be discarded or limit their attacking choices, such
the immunities to Heroes and allies, this includes all allies, not as Black Waters [4th-98] or Treasure [4th-130]. It is Pelath's
just allies of heroes. Infyrana is immune to the 'special powers' last power, to get back a magic item in phase 5 that makes this
of heroes, not heroes themselves, so your opponent's heroes champion a good choice for a tournament deck. The magic
can still face her in battle. Being the only non-avatar immune to item taken from the discard pile must be attached to Pelath,
Gib Kcir [RR-c16] is a good thing (though being immune to which quickly makes this champion a target. A good combo for
Bahamut [DR-45] is not)! What makes this champion great for this card is the realm Cromlin [NS-7] and Tasslehoff Burrfoot
combat decks is her immunity to allies coupled with the [DL-39]. This allows you to recycle much needed magic items
avenging power of discarding a magical item or artifact if she is like Blamblower [DL-56] and place them on the champion of
discarded in battle. Your opponent's The Winner's Cape [4th- your choice on your next phase 3.
520] would be a great choice to use this power on. All in all, When Pelath attacks, swimmers may not be selected to
Infyrana is a great choice for a wide range of decks. From defend. If a swimmer attacks and Pelath is chosen to defend,
dragon themes to combat to even tournament decks. With all the attacking champion returns to his pool, the battle is over,
of this card's powers you would find many uses for her. If you and there is no Spoils of Victory.
intend to use her, you also might consider using Dragon
Mountain, which boosts Infyrana nicely if she defends it. Maldraedior, Great Blue Wyrm
If Infyrana is in your deck, you may want to add Dragon #29 of 100
Mountain. When Infyrana defends Dragon Mountain, its base AD&D
level is doubled to 16. Wizard
9
Flame Dragon; flyer. Maldraedior can cast any spell. Phase 4 spells
#27 of 100 cast by him during combat are shuffled back into the draw pile
AD&D instead of discarded.
Monster Maldraedior is one of the few dragon wizards to date.
9 Maldraedior is well suited to combat, as many of his powers
Dragon; flyer. Flame must be defeated twice while defending are geared to phase 4. Being a dragon able to cast allows this
before being discarded. Allies of +3 or less cannot be played champion the use of the dragon-only spells and unarmed
against him. combat cards like Dragon's Calm [DR-47]. Also being a flyer
gives you a greater choice of realms to attack. It is this
Flame is an all combat champion. Being one of the few champions other 2 powers that need some clarifying. The
dragons that cannot cast spells makes him a little one ability to cast any spell lets this champion cast both wizard and
dimensional, but if combat is your goal Flame is a good choice. cleric spells. Reshuffling phase 4 spells cast by Maldraedior
Being a dragon allows him the use of the dragon-only combat means that spells cast during phase 4 that also have a phase
cards like Swallow Whole [DR-97] and being able to fly almost 4 casting time are shuffled into the draw pile. Spells like Wish
guarantees you chance to use Flame in combat. Flame really [4th-384], which can be cast at any time, that are cast in phase
comes into his own when defending. Having to be defeated 4 are not shuffled into the draw pile as they do not have a
twice in one battle makes him a great choice to defend against phase 4 casting time. Spells that have multiple casting times,
instant win cards like the Living Wall [PO-58] and Headless including phase 4, are only reshuffled if cast during phase 4.
Horseman [RL-88] without having to give anything up. A viable This may seem restrictive, but there are many phase 4 wizard
and fun theme for Flame is the 'Energizer Champion' theme and cleric spells to choose from. One of the best for
using Drizzt Do'Urden [4th-253] and Ochimo [FR-95], who Maldraedior is Stasis [PO-48], considering his high base level.
have similar special powers. This makes it very difficult to get a
spoils off of you as each champion gets a free defense before Tamarand, Great Gold Wyrm
having to worry about losing them to the discard pile. Add to all #30 of 100
this that +3 and smaller allies cannot be played against Flame Forgotten Realms
and he can be a tough nut to crack, since many of the more Cleric
powerful avenging allies are +3 and under. Still, Flame is 8
difficult to put into a high powered tournament deck as he lacks Dragon; flyer. While Tamarand is in play all flying monsters
the ability to cast spells or use psionic power cards. In an all must ask his permission to fly. Allies of +3 or less cannot be
combat format though this champion is a winner. played against him.

Pelath the Bronze Dragon Tamarand is rare in that this card is both a dragon and a cleric
#28 of 100 but not an avatar. This alone makes this card a great choice
Forgotten Realms for a dragon theme deck. As with most dragons, he is also a
Wizard flyer. Since the majority of flyers are also monsters, Tamarand
7 is a very powerful card. Opponents that want to use their flying
Flyer; swimmer. Swimming champions an allies cannot face monsters to attack realms that they could not reach without
this dragon in combat. At the end of this player's turn, Pelath flying must ask this player's permission to fly to that realm in
can retrieve one magical item from the discard pile, which is order to attack it. This power does not cover allies and non-
then attached to him. monster flyers. Flying monsters need not ask permission if
they can get to the realm in question without flying, i.e. it is
unprotected or the attacking champion has some other card in

Draconomicon - Página 280


play that allows him to reach the realm. Lastly, not being able has two options for when it can be played. It may be played
to play +3 or lower allies against Tamarand takes many of the immediately when Flashburn's power activates, to help protect
more powerful avenging allies out of the running in combat against a Blamblower [DL-56]. If not used immediately, it can
against him. Allies like the Assassins [4th-221] and the only be summoned when Flashburn is down in levels. It may
Starving Artist [3rd-439] will just have to wait for another not be played as a counter in battle (such as if the Blamblower
champion to put the screws to. were played after Flashburn's power activates). Once the ally
Flyers only need Tamarand's permission to fly, not to attack. If is brought into play it may not be forced to switch sides and
flying ability is not necessary to reach the target realm, no join the opposing champion, even if the opposing champion
permission is necessary. For example, Mykell, who is both a had some card that would cause this to happen such as the
flyer and swimmer, does not need Tamarand's permission to Shield of Wickedness [4th-175]. The ally can still be discarded
attack Kozakura, which can only be attacked by flyers or by cards that discard allies however, such as the Net of
swimmers. Entrapment [4th-169] or The Living Wall [PO-58]. The orc ally
is also affected by cards that affect orcs, such as Orcs of
Lareth, King of Justice Dragonspear [FR-72].
#31 of 100 Flashburn's ally cannot be brought into play until the player is
Forgotten Realms losing the round of battle, just as cards cannot be played
Wizard unless a player is losing the round.
10
Dragon; flyer. All dragons must ask Lareth's permission to cast Fi Lendicol
wizard spells. Lareth never needs permission to cast spells. He #33 of 100
is immune to cards designated as offensive. Forgotten Realms
Wizard
This level 10 wizard is a great card for many decks, both for 7
combat and phase 3. Being a dragon and a flyer allows Lareth Dragon. Fi Lendicol can teleport with his allies to attack any
to use the dragon-only wizard spells and unarmed combat realm. He can use any unarmed combat card and is immune to
cards. Being a flyer also opens up the range of realms you can offensive cleric spells and offensive psionics.
attack a great deal. Lareth's permission granting power is his
weakest as it affects only dragons casting wizard spells, Fi Lendicol has been a bluelined Flyer in many places, but he
although the dragon need not be a wizard, just trying to cast a is not a flyer. Being able to teleport with allies to attack any
wizard spell will do to activate this power. Not needing to ask realm in play makes Fi Lendicol a great addition to any combat
permission himself to cast spells is a very positive power. This deck, especially one that uses lots of allies. Fi can also use
means Lareth can cast wizard spells even if an opponent has any unarmed combat card, even those restricted to champion
out Midnight, Goddess of Magic [3rd-46] or the Icon of Magic types other then wizards and dragons. Fi Lendicol is also
[RR-c19] or any other card that would force Lareth to have to immune to all offensive cleric spells, offensive psionic power
ask permission to cast. This would also work for cleric spells if cards, and the offensive psionic powers of champions. A good
Lareth somehow got the ability to cast them. The most potent example of the latter would be Davron Parscall's [PO-9]
of Lareth's power is his immunity to all cards designated as psionic death field power. Again, if you want your deck to
offensive. This includes unarmed combat cards like Fighting attack, then Fi Lendicol is a prime choice. Some other good
Dirty! [DU-c3] as well as spells, blood abilities, psionic power choices for an attack deck containing this champion would be
cards, thief skills, and magic items. Since immunities are the Net of Entrapment [4th-169] and the Triumvirate realms
always in affect, Lareth is protected from such cards even from the Underdark Set. Also consider the Scroll of 7 Leagues
while in the pool. What Lareth's immunity doesn't protect [3rd-412] and the Amulet of Plane Walking [BR-33]. These two
against are the powers of artifacts, allies, rule cards and items give a teleport ability similar to Fi Lendicol so you could
champions as well as harmful events or any card marked bring many champions to attack otherwise protected realms.
(Def). It is important to note that some early editions of
champions or artifacts are marked as being (Off). Lareth is not Cúpula BSW 2021: Pelo fato de o campeão ter asas e ser
immune to these champions as these are typos. dragão, ele deve ser considerado voador.
Lareth's immunity to offensive cards (spells, psionic powers,
unarmed combat cards, blood abilities, thief skills) includes Rauglothgor
cards designated as offensive through blueline rules. #34 of 100
Champions and allies are never designated as offensive or Forgotten Realms
defensive (although some champion and ally powers are Monster
offensive), therefore Lareth has no immunities to champions or 7
allies. Flyer
Dragon; undead. Rauglothgor can cast wizard spells and is
Cúpula BSW 2009: Ele não é Imune ao poder de campeões immune to offensive spells. His total level is doubled if
psiônicos defending Rauglothgor's Lair.

Flashburn Rauglothgor is a bluelined Flyer. This champion is a good


#32 of 100 choice for an undead theme deck. Being able to cast wizard
AD&D spells and fly makes Rauglothgor an excellent attacking
Hero champion. He also has access to the dragon-only spells and
9 unarmed combat cards. Add to this his immunity to offensive
Dragon; flyer. Flashburn has access to a non-flying +9 orc ally spells (both wizard and cleric) and Rauglothgor is a well
that cannot be forced to switch sides during battle. rounded champion with many uses. However, his final power is
much more difficult to achieve. When defending the realm that
Flashburn is a combat orientated champion that will find little bears his name [DR-1], Rauglothgor's adjusted level is
use in a non-combat deck. Being a hero dragon is rare and doubled. This is in addition to any other multipliers already
makes him a good choice for a dragon combat deck when affecting him. So his level can get very high very fast! Some
coupled with his flying ability. Flashburn can use all hero other cards to think about if playing with Ruaglothgor would be
unarmed combat cards as well as the dragon-only unarmed Negative Planar Energy [NS-73], Haven of the Undead [4th-
combat cards. He cannot, however, use the dragon-only 71], and Bonemaster, Avatar of Nerull [PO-41].
wizard spells because he is not able to cast wizard spells. If he
somehow gains the ability to cast wizard spells, then these Rauglothgor was a powerful dracolich featured the Forgotten
cards become available to him as well. Flashburn's +9 orc ally Realms novel Spellfire, for which this game is named.

Draconomicon - Página 281


#37 of 100
Sparkle, Crystal Dragon Greyhawk
#35 of 100 Wizard
AD&D 6
Psionicist Flyer. This dragon brethes a toxic gas at the beginning of the
6 battle, preventing an opposing champion from using spells,
If an opponent wishes to play an ally in battle against Sparkle, unarmed conbat cards, and blood abilities.
she psionically inspects the player's hand and chooses which
ally to play; no more allies can be played by that player. (Off) The special power only stops the opposing champion from
playing any spells, unarmed combat cards and blood abilities
Sparkle is a popular card for many reasons. First is her special into battle against Greyhawk Dragon. These cards are not
power to look at an opponent's hand in battle and choose the discarded by the Greyhawk Dragon, they are just treated as if
one ally the opponent can play in that round of battle. You can they didn't exist. Good examples of this would be Find Familiar
only activate this power if your opponent is going to play an [FR-40] and Battlewise [BR-37].
ally against Sparkle. If your opponent chooses not to play an
ally against Sparkle, you do not get to inspect your opponent's There are rumors along the Savage Coast of a wandering
hand. This will often be the case as your opponent would dragon sage, moving from village to village in that war torn
rather keep his hand hidden most of the time, but he has to land. Some believe this creature to be a mighty spellcaster or
waive the chance to play any allies, including allies gained adviser to some lord in the Pomarj or possibly both. Whatever
from other cards already in play like Axe of the Dwarvish Lords the case, it does not bode well for the folk that live there.
[4th-457] and the Triumvirate realms from the Underdark set. Flare
When Sparkle chooses which ally can be played she may #38 of 100
choose from allies gained by these other cards as well as Dragonlance
those in the opponent's hand. It is also important to note that Monster
Sparkle's special power is psionic and therefore affected by 7
cards that affect psionics. Her power is also offensive when Dragon; flyer. One Dragonlance champion in play can be used
determining immunities to psionics. One of the other reasons as an ally (base level only). Win or lose, the borrowed
you may encounter Sparkle often, is that she is one of few champion returns to his pool.
AD&D psionic champions and is a great choice for an AD&D
world deck. Some other great cards to play with Sparkle are The ally Flare gains from her special power only adds his base
Highmaster Illithios [DU-c21], bunches of psionic power cards level to Flare's. No other attachments or special powers are
and The Tantelear [PO-c9] for high speed fun! figured into the battle. The attachments of the borrowed
Sparkle's power works only against the player she is opposing champion still remain with that champion. No matter if Flare
in combat. If the optional rule, Aiding the Attacker or Defender wins or losses, the borrowed champion would be returned to
is being used, other players can play allies normally. In his original pool with his attachments at the end of the battle. If
addition, the player opposing Sparkle can play the event some card would discard the borrowed champion before the
Forced Conscription, and other players must contribute allies. battle is resolved however, he would be discarded along with
his attachments. A card that would do this would be the ally
Cúpula BSW 2021: Pelo fato de o campeão ter asas e ser Clay Golem [4th-247]. This is a strategy commonly used in
dragão, ele deve ser considerado voador. tournament play to get rid of pesky champions and it is fun too!
Flare can borrow a Dragonlance champion from anywhere in
Shadow Dragon play, including her own pool. Once a champion has been
#36 of 100 involved in a battle, either as an ally or a champion, it cannot
AD&D be used to attack or defend again in that same combat. This is
Monster another strategy that can leave your opponent champion short
7 in battle. Once you use his champion as an ally, it cannot
This dragon and his allies can attack any realm in a formation. attack or defend again in that battle.
Opposing champions are at half their base level (rounded
down) with lost levels being added to the Shadow Dragon's Sleet
total. He is immune to the special powers of Underdark #39 of 100
champions. Dragonlance
Monster
Shadow Dragon is another excellent fighting champion. His 6
power to attack any realm and bring allies is a must for an Dragon; flyer. Sleet's numbing cold prevents nonflying allies
attacking deck. This power allows Shadow Dragon to attack from being played against him. If instantly defeated by a card's
any realms that he would normally have to fly, swim or special powers, he returns to his pool instead of being
earthwalk to reach such as the Shining Lands [4th-54]. This discarded.
power does not negate any realm restrictions based on When Sleet is instantly defeated by a card's special power,
champion type, world logo, or any restriction other then such as Lovely Colleen [1st-c22] or the Living Wall [PO-58], he
movement restrictions. So a realm that had a 'no monster can gets to return to his pool with attachments instead of being
attack' restriction is still protected from the Shadow Dragon, discarded, even if the card says discard instead of defeat.
like a formation with Black Waters [4th-98] in it. Shadow Since many of the instant defeat cards are popular, it is worth
Dragon's second power, being immune to the special power of considering Sleet for a combat deck. Some cards end the
Underdark champions, is somewhat less useful because there battle early, but are not considered instant defeats for Sleet's
are few Underdark champions that have offensive special power. A good example of this would be Stasis [PO-48], which
powers. This immunity covers all champions from the ends the battle, but doesn't instantly defeat Sleet because you
Underdark booster set as well as those marked Underdark in still determine the winner normally. A good rule of thumb for
their text box. This power is very useful if you ever run up Sleet's power to activate is if the opposing card states in the
against an opponent playing with The Unnamed, Avatar of text box that Sleet is "defeated" or "discarded", thus ending the
Gruumsh [TU-64] though! combat and causing Sleet to be discarded. Sleet's power also
works against instant defeats that would send him to the Abyss
Cúpula BSW 2021: Pelo fato de o campeão ser dragão, ele or the Void, such as Davron Parscall [PO-9], so he is returned
deve ser considerado voador. to the pool instead. It is also important to remember that
Sleet's power only works in battle, so she's open game against
Greyhawk Dragon Banishment [1st-392].

Draconomicon - Página 282


Sleet's power is only used in battle. Sleet's power saves him
from instant defeat by the Heartwood Spear. Verminaard the Dragonmaster
#42 of 100
Khisanth Dragonlance
#40 of 100 Cleric
Dragonlance 7
Monster Once per battle Verminaard can use any dragon champion in
7 play as an ally (level only). The borrowed champion returns to
Dragon; flyer. If Khisanth razes an opponent's realm in its pool. He gains 4 levels if Tiamat or Takhisis is in play.
combat, one other unrazed realm anywhere in play is sent to
Limbo until the end of the defender's next turn. Realms return The dragon champion borrowed by Verminaard adds its
from Limbo to any place in that player's formation. adjusted level to Verminaard's like a normal ally, however it's
special powers do not function for Verminaard. This does not
The player of Khisanth chooses which realm goes to Limbo, negate any immunities that the borrowed champion has, the
this can be devestating in a close game. This card is also a immunities just do not extend to Verminaard and any of his
two-edged sword because if you have the only unrazed realms other attached cards. Win or lose, the borrowed champion
in play when Khianth's power activates, then you must choose returns to its original pool at the end of the battle. If the
one of your own realms to send to Limbo. Any realm sent to borrowed champion is somehow discarded before the battle is
Limbo by Khisanth returns to that player's formation during resolved however, it is discarded. A good example of a card
phase 5 of the next turn of the player whose realm Khisanth that would do this is Clay Golem [4th-247]. The borrowed
razed in combat. The realm sent to Limbo losses it's place in champion is considered an ally for all cards that affect allies.
the formation, so if it were in the A slot of the formation the Verminaard gains the 4 levels for having Tiamat, God of Evil
next realm played by that player must go into the A slot. When Dragons [DR-44] or Takhisis, Queen of Darkness [DL-33] in
the realm returns from Limbo it still may go into the formation play no matter who has them in play. If both are in play,
into any open slot. Also, if another player has the same realm Verminaard still gains just 4 levels. Remember that champions
in play by the time the realm returns from Limbo, it is can be involved in combat only once a player turn, no matter if
discarded. As you can see, this is a good way to get your own used as champions or allies. This is a good way to leave your
realms in to play that may be blocked by the Rule of the opponent champion short in combat. You must wait until you
Cosmos. All this aside, it is often difficult to activate Khisanth's can legally play an ally (i.e. you are losing and can play a card)
power, since it only takes effect when Khisanth attacks AND before you can activate Verminaard's power. Verminaard is not
razes a realm, which only happens when the opponent doesn't considered a dragon for cards that affect dragons. His name is
defend. Otherwise, you need to find a way to raze the realm in Dragonmaster, all one word.
that round, such as using Tithian [1st-301] as an ally with the If both Tiamat and Takhisis are in play, Verminaard still only
Helm of Teleportation [1st-219]. gains 4 levels in total.
When the realm returns from Limbo, the owner of the realm When Verminaard uses a dragon champion as an ally, he only
can place it anywhere in the formation, even a position that gains the level bonus of the champion/ally, including any
would not normally be allowed. For example, if the only realm attached cards. Verminaard does not benefit from any special
in the formation is in position A, the player could place the powers of the champion/ally or any attached cards. The
realm in the third row. champion/ally does retain any immunities it may have, but
these immunities are not transferred to Verminaard.
Cyan Bloodbane The borrowed champion only returns to its pool if it is still in
#41 of 100 play at the end of battle. Cards that destroy allies during battle,
Dragonlance such as Airship or Brine Dragon, would cause the borrowed
Monster champion to be discarded immediately and not return to the
7 owning player's pool.
Dragon; flyer. Cyan can use wizard spells. Magical items Verminaard cannot bring an ally into play until the player is
attached to him cannot be removed by any means. losing the round of battle, just as cards cannot be played
Draognlance allies attached to this champion are doubled in unless a player is losing the round.
level and cannot be removed or forced to switch sides.
The Celestial Emperor
Cyan is another awesome champion to consider for a combat #43 of 100
deck, especially one that uses lots of magical items and allies. AD&D
When a magical item is attached to Cyan, your opponent may Cleric
not discard (or send to the Abyss or Void) that magical item 23
short of discarding Cyan Bloodbane. The only exception to this Avatar; dragon. Discard 15+ levels of dragons to bring the
is the Wish spell [4th-384]. Your opponent may not use Jella Emperor into play. Immune to offensive spells and the special
[4th-329] or the Wand of Telekinesis [DL-63] to discard any powers of champion and allies. When this player's dragons
magical item attached to Cyan. When playing with Cyan it is attack, the Emperor chooses which of the opponent's
usually best to attach your most important magical items to champions will defend. Limit one avatar per pool.
him. Cyan's special power does not stop you from discarding
magical items attached to him however. Magical items that You need only discard a single dragon, so long as it's adjusted
must be discarded to activate, such as Well of Many Worlds level is 15 or greater, to bring the Celestial Emperor into play.
[DR-77], are still discarded when you activate them. Check out This only is dragons from play, so allies can only be used if
Flax the Silver Dragon [RR-31] and Mordenkainen [4th-275] for they stay in the pool (such as with Azalin [RV-82]). One of only
powers similar to Cyan and are a good basis for a theme deck 3 printed champions immune to Gib Kcir [RR-16], when this
using lots of magical items. Any Dragonlance allies attached to champion is combined with The Winner's Cape [4th-520] it is
Cyan are protected in a similar manner to his magical items, extremely difficult to discard. Being immune to offensive spells
they may not be discarded or removed from him by your (cleric and wizard) and the special powers of allies makes this
opponent with such cards like Net of Entrapment (169/4th) and card very tough, well worth the avatar restriction. Note
Shield of Wickedness (175/4th). Dragonlance allies are defined however, that the Celestial Emperor is immune the special
as any allies from the Dragonlance set (picturing the DL logo powers of champions and allies, not to their icon level. This
near the card number) or any ally from later sets with means that if he is in play when the Poor Oriental Lord [DU-
Dragonlance as its designated world. c19] is played, the Celestial Emperor can still play first edition
Dragonlance allies are those from the Dragonlance booster cards, though the Emperor can't be played if the POL is in play
set, with the small Dragonlance logo at the bottom of the card. first. It is still possible to defeat this champion in combat

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through sheer adjusted level, your opponent just has to get at #45 of 100
least 23 for this to happen when you are attacking. When your 21
dragons (The Celestial Emperor included) attack, you get to Dragon
choose which champions defend from among those in the Avatar; flyer. Discard two spellcasting dragons to bring
opposing player's pool. The Celestial Emperor may not choose Bahamut into play. He is immune to the special powers of
a realm champion to defend. So long as the opposing player champions and allies. Champions in Bahamut's pool are
has champions in his pool that have not yet been involved in doubled in base level when defending, as are all dragon allies.
the current battle, he may not play any champions from his Limit one avatar per pool.
hand to defend. Once the pool has been exhausted, he may
then play champions from the hand. The opposing player may Bahamut is a dragon. Being immune to the special powers of
choose not to defend his attacked realm at any time, therefore champions is one of the rarest and most powerful immunities
saving his champions for better uses. Needless to say, the in the game. Add this to his high level (21) and immunity to
Celestial Emperor is powerful card. If played in a deck filled allies of Bahamut, and he is clearly a worthy avatar. Bahamut's
with flying dragons, your opponents will be hard pressed to immunity does not negate the level of opposing champions
keep many realms face up. To complete the already and allies in battle, so he may still be defeated by adjusted
staggering immunities of this champion try to attach The level in combat. This power also does not negate an opponent
Winner's Cape [4th-520] and Pearl Pegasus [DU-70]. The champion's special power; Bahamut (and his attachments)
Celestial Emperor cannot be played if you already have simply cannot be the target of that special power. Once
another avatar in your pool, and once he is played you may Bahamut is in play, all of your defending champions, not just
not play another avatar while he remains in your pool. This is your dragon champions, have their base level doubled. Your
rarely a problem, given the high levels of avatars. dragon allies are doubled in level also when defending (not
The attacking player with the Celestial Emperor gets to choose when attacking). This makes Bahamut a good avatar for AD&D
which of the champions in the defending player's pool will world decks. Bahamut may not be played if you already have
defend (when a dragon is attacking). The player being an avatar in your pool, and so long as Bahamut is still in play
attacked can still choose not to defend, in which case the you may not play another avatar.
realm is razed. If the player being attacked has no champions
in his pool, he may play a champion of his choice from his Astral Spell
hand. #46 of 100
If the realm being attacked has a realm champion, the Wizard Spell
Celestial Emperor still gets to choose among champions in the Cast at any time to create an astral duplicate of the caster
pool. The Emperor cannot select the realm champion to (level and special powers) to defend this player's realms once
defend. an attacker comes forward. Cards can be attached as normal
Celestial Emperor's immunity to champion powers allows it to but are discarded with the duplicate at the end of that round of
play first edition cards into battle or cast spells while the Poor battle. (Def)
Oriental Lord is in play. However, Celestial Emperor may not
be brought into play while the POL is in play. This spell is cast when an attacking champion is pushed
forward to attack any of your realms. It can be cast at anytime
Cúpula BSW 2009: Celestial Emperor fornece seu poder a si an attacking champion is pushed forward, even if the casting
mesmo. champion has already been involved in the combat. Once the
Astral Spell enters combat you may attach other cards to it as
Cúpula BSW 2021: Pelo fato de o campeão ser dragão, ele if it were a champion, such as allies, magical items and any
deve ser considerado voador. support cards the caster could have used. Once the battle
involving the Astral Spell is finished, the spell and all cards
Tiamat, God of Evil Dragons attached to it are discarded. This happens no matter if the
#44 of 100 Astral Spell won of lost the battle. A good time to use this spell
AD&D is if your opponent has attacked you with a champion that
Wizard would instantly defeat any of your other champions. A good
20 example of this would be if your opponent attacked with Lovely
Dragon Colleen [1st-c22] and you had only Strahd [RL-100] in your
Avatar; flyer. Discard two spellcasting dragons to bring Tiamat pool. Strahd can cast Astral Spell to fight the battle for you,
into play. She is immune to offensive psionics, unarmed and even though the Astral Strahd would be discarded (since
combat cards, and blood abilities. If this player's dragons lose the spell champion is vulnerable both as a monster and as a
in battle, they return to their pool instead. Limit one avatar per spell), your original Strahd would be unharmed.
pool.
Dragon's Calm
Tiamat is a dragon. Tiamat is immune to offensive psionic #47 of 100
power cards, offensive blood ability cards, and offensive Wizard Spell
unarmed combat cards as well as the offensive psionic power Castable only by dragon champions. Can be cast at any time
and offensive blood ability of opposing champions. Any dragon to cancel the effects of a harmful event. (Def)
champion of Tiamat's player that is defeated in battle is
returned to the pool with attachments, instead of being The casting dragon must have the ability to cast wizard spells
discarded (or sent to the Abyss or Void). This makes Tiamat a to cast this spell. Dragon's Calm completely negates a harmful
good choice for a dragon combat deck. Tiamat may not be event, causing it to be discarded when this spell is cast. This is
played if you already have an avatar in your pool, and so long different from the card Calm [3rd-400] which just protects the
as Tiamat is still in play you may not play another avatar. player. You can cast Dragon's Calm at any time after a harmful
Although Tiamat is a solid avatar, you are much more likely to event comes into play; you need not always cast it
encounter the Celestial Emperor when facing dragon decks. If immediately. So if one of your opponents plays Map of Life
you are playing a dragon deck and expect to play against one [3rd-413] you can wait until the event would effect you to cast
then this avatar may be a good choice to avoid a Rule of the Dragon's Calm, possibly subjecting other players to the
Cosmos problem. harmful event's effects but saving yourself. Events are the
most powerful cards in the game, which makes Dragon's Calm
Bahamut, God of Good Dragons a very useful card and a great addition to any deck that uses
#45 of 100 dragon champions.
AD&D Dragon's Calm works just like the Calm event, canceling the
Hero harmful effect of an event for the player.

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work easier for this spell. Prime holdings to destroy include
When the really powerful Wyrms travel the world, its as if even Black Waters [1st-246] or Dragon Horde [DR-10].
nature itself stands in awe
- Athena Fernwood, Halfling mercenary annd collector of many The beast appeared out of the noon sun and rained hell down
fine baubles. on us. Ash, smoke and debris flew in every direction! I barely
got my family out in time. There is nothing left now but charred
Cúpula BSW 2011: Ele funciona da mesma maneira que o earth and smoking ruin.
evento Serenidade (400/portuguese edition), afastando os - Refugee from the City of Mulmaster.
efeitos de um evento maléfico para o jogador lançador da
carta. Dragon's Death Door
#51 of 100
Humanoid Familiar Wizard Spell
#48 of 100 Castable only by dragons. Cast at any time to save a dragon
Wizard Spell champion from going to the discard pile for any reason, or to
Castable only by dragon or monster champions. Cast this spell send it to the discard pile instead of the Abyss. (Def)
on a hero not involved in combat to bring him in as an ally. The
caster gains the hero's special power and level, and the hero is This wizard spell is castable only by champions able to cast
discarded after the battle. (Off/4) wizard spells and designated as dragons either in the text box,
champion name or if they have been blueline ruled. Also by
The casting dragon or monster must have the ability to cast using Talisman of the Beast [DR-75] a non-dragon champion
wizard spells to cast this spell. You may target almost any hero may cast this spell as well. Cast this spell at any time to save a
not involved in combat for this spell, except your own dragon champion from going to the discard pile for any reason,
champions (since you can't cast offensive spells at your own such as battle, a spell, etc. If the dragon is sent to the Abyss
champions). You also cannot target a hero that has already by such cards as Mind Killer [TU-56] this spell can keep them
been involved in the current combat, not just the current round from going to the Abyss, sending them to the discard pile
of battle. The caster gains the total adjusted level of the instead. Note that the champion is not discarded but is kept
borrowed hero as well as the special powers of the hero and from going to the discard pile. This becomes important for such
any attached cards. Once the battle is resolved, the hero and events as discarding champions to bring out an avatar - like
his attached cards are placed in the discard pile. This happens Bahamut, God of Good Dragons [DR-45] who can only be
even if the caster of Humanoid Familiar won the round of brought out if two spellcasting dragons are discarded. Since
battle. While the borrowed champion is attached to the caster, this spell prevents the dragon from being discarded it cannot
he is considered an ally for all cards that affect allies. be used in conjunction with an avatar to bring out the avatar
Because this is an offensive spell, cannot be cast on a player's and save a dragon. Also any cards attached to the dragon are
own champions. Humanoid Familiar cannot be used if the saved as well since he was never discarded. So cards that
opposing champion is immune to spells, and it cannot target a work upon being discarded will not activate until they are
hero that is immune to spells. actually discarded. Finally the caster cannot be the dragon
being discarded, it must be another dragon caster because the
What do you mean? Flax the Silver Dragon is a stalwart friend! dragon being discarded is considered out of play since he is
What danger could come from having one such as he for a "going" to the discard pile. Allies cannot be saved in this
friend? Why I never.....uuhh. I suddenly feel the urge to travel manner since the card does state champions. To make sure
to Flax's aid. I shall return!! - Some unknown knight never this spell will have any effect a player must have two dragon
seen again. casters in their pool at all times that they have the spell, he
should not hold any dragons in his hand for protection or
Venomdust otherwise he will find one of his dragons being discarded
#49 of 100 without any one to cast the spell. This is especially true since it
Wizard Spell only saves dragons in play, not ones being discarded from the
Castable only by dragons, this spell slays one champion of hand or deck. Also a player should consider attacking more
base level 5 or less, or slays one opposing ally. (Off/3/4) with this card in their hand since even a lost battle generally
will not end up in giving the opponent a spoils (since the
The casting dragon must have the ability to cast wizard spells attacking champion isn't likely to be discarded.
to cast this spell. A champion targeted by this spell must have This spell may be cast by a dragon that is losing in combat. If
a base level of 5 or less, the champion's adjusted level doesn't the spell is used to prevent a defeated attacking dragon from
matter. So Tasslehoff Burrfoot [DL-39](base level 3) with the being discarded, the defender does not receive spoils of
Girdle of Storm Giant Strength [4th-183] (+9) would still be victory.
slain by Venomdust. You may instead choose to slay an ally of This spell prevents a dragon champion in play from being
any level that is in play when you cast this spell. It is important discarded. It does not prevent a dragon champion from being
to remember that the World Bonus rule adds +3 to the base discarded from the hand (such as through the use of Hettman
level of any champion attacking or defending a realm with the Tsurin).
same world logo. So a base level 3 Ravenloft champion
defending a Ravenloft realm becomes a base level 6 champion Cold Curtain
and could not be targeted by Venomdust. For this reason it #52 of 100
may be better to use the spell in phase 3. Wizard Spell
Castable only by dragons. This spell creates a wall of dragon
Firetail ice that instantly ends combat. Champions return to their pools
#50 of 100 and phase 4 of the attacker's turn is over with no spoils of
Wizard Spell victory. (Def/4)
Castable only by dragons, this spell destroys any one holding
in play. (Off/3) Castable only by champions able to cast wizard spells and
designated as dragons. This spell ends combat with no victor.
The casting dragon must have the ability to cast wizard spells Both champions return to their pools and phase 4 is over for
to cast this spell. When Firetail is cast the player picks a the attacker. Immediately go to phase 5 if this spell is not
holding in play and it is placed in the discard pile. The player countered. A Spell Turning would not work on this card since it
may even pick one of his own holdings to discard. This is very is defensive. If a champion is specifically immune to defensive
similar to Shadow Engines [FR-35], except for the type of spell spells, they remain in battle, and win the combat (no spoils).
and a lack of restriction. In most situations, that spell should No matter whether cast by the attacker or defender neither

Draconomicon - Página 285


player gets a spoils of victory. This is a must have mage spell as Otto's Irresistible Dance [BR-61], a player could leave a
for decks containing dragon casting champions. With the defender's pool full of useless champions and open for dragon
defensive nature of this card it is very hard to counter it, attack. This spell's power comes from the ability to stun a
leaving an attacker with no recourse but to end their turn. A particularly nasty champion that could stop an attack upon it's
very good tactic with this card is to let an attacker charge realms, giving the attacking dragons a better chance of razing
forward with a full hand of nine plus cards, then play Cold a realm. Use this spell on a champion with either a high level
Curtain in defense. If it works correctly the attacker will have or a power that could stop an attacker cold in its tracks, such
no other choice but to decide which cards they want to discard as a champion with the Net of Entrapment [4th-169] when the
to bring their hand size down to eight, and end the current turn. casting player's support is mainly allies, or Lovely Colleen [1st-
This is another good spell to give a dragon deck the ability to c22]. With careful selection this spell could win a close battle
attack head long with little concern for losing a battle. If the that might be lost otherwise.
attacking dragon starts to lose he may cast this spell and flee
battle safely and give the defender no spoils of victory. Also a Meteor Storm
great card to halt the nasty Weasel Attack! [3rd-428] since #55 of 100
neither side wins the weaseling player gets nothing out of the Wizard Spell
deal except the loss of his thwarted event. +6
This spell destroys one magical item or artifact of an opposing
Summon Dragon champion as well as any opposing allies of +3 or less in
#53 of 100 combat. (Off/4)
Wizard Spell
(Off/4) Meteor Swarm can destroy either a magic item or an artifact
May also be cast by any dragon. This spell summons a dragon attached to an opposing champion, and all allies of +3 or less
champion from any pool to act as an ally (level only). Win or in combat. Allies of +3 or less maybe played after the spell is
lose, the summoned champion returns to his pool. (Def/4) cast, but any in battle when the spell is cast are discarded. The
caster may chose a magic item or artifact, but the choice must
Bluelining has changed this spell to (Off/4), meaning it can only be immediate (he cannot wait until one is played) to be
summon dragons not immune to offensive spells. This card is discarded. This spell has a nice +6 bonus that rivals many
an interesting spell in the fact that it may be cast by all wizard mage spells in the game and a power similar to but much
casters and all dragons, no matter if they can normally cast better than Lightning Bolt [4th-364]. A solid spell that is great
wizard spells or not. This spell summons a dragon champion for a wizard battle deck, or a multi-casting battle deck. This
from any pool to act as an ally. The dragon puts forth his level spell is good at foiling nasty magic items such as the
only not any special powers it possesses, but it is considered a Clockwork Ogre [DU-71], discarding it so it cannot go back to
dragon ally for cards that may effect dragons such as the event the pool. A powerful artifact like the Wand of Orcus [4th-456]
Dragon Slayer [AR-51]. No matter if the summoned dragon's would be great to get rid of. Even the little +3 or less allies, like
side wins or loses the dragon goes to its original pool. If during the notorious Assassins [4th-221] or the dragon doubling Cult
combat the opponent discards an ally they may discard the of the Dragon [DU-80], are good to destroy since many low
summoned dragon since it is considered an ally for the level allies have good powers. To get the most from this spell
duration of battle. In that case the dragon is discarded and save it till late in battle making sure the opponent has played
does not go back to the pool. This spell goes great in any most of the cards he plans on putting into battle, then drop
dragon deck. The preferred method of summoning dragons Meteor Swarm getting the best choice of items to discard and
would be to use the opponent's dragons, but to make this card allies to destroy. The Greyhawk Dragon [DR-37] would be a
more usable it would be wise to put a few dragons within the great wizard to use this spell, as well as Maldraedior, Great
same deck to make sure a dragon could be summoned into Blue Wyrm [DR-29].
battle. A player must also be careful of summoning their own The player of the spell chooses which magical item or artifact
dragons since they might get discarded during battle by the is destroyed (discarded).
opponent. This card, though not too powerful, may lend a nice
high level ally to battle with most dragons levels being eight or Enchanted Flight
higher. Good champions to summon with this spell are Tiamat, #56 of 100
God of Evil Dragons [DR-44], Fire Dragon [DU-38], or Borys Cleric Spell
the Dragon [4th-268]. Cast to make a champion and its allies flyers or to make a flyer
The dragon summoned as an ally remains a dragon. The immune to any card's special powers that directly affect flyers.
Summon Dragon spell overcomes all movement restrictions in (Def/3/4)
bringing the summoned ally to the battle.
This card has two powers depending how the player wishes it
Dragon Mark to act. Enchanted Flight may be cast to make a champion and
#54 of 100 his allies for the current battle, or it may make a flyer immune
Wizard Spell to cards' special powers that directly affect flyers, like the
Castable only by dragon champions. Cast on an opposing holding Mistmarsh [DR-13] that states a flyer cannot attack the
champion to prevent him from defending against dragon attached realm. A champion using this spell's second power
champions attacking this turn. (Off/3) still could. This may be cast during phase three or four of the
player's turn. If cast during phase three it can still allow allies to
This is another card castable only by dragon casting fly once battle begins. This spell lasts until the end of this
champions, not any other type of wizard casting champion. player's turn, once they have knocked the spell ends. If this
This spell may prevent an opponent's champion from spell is cast to make a champion and his allies fly the
defending against any attacking dragon for the duration of the champion is not immune to cards that affect flyers. The spell
casting player's turn. The spell ends as soon as this player's only makes champions that already fly immune, and if the spell
turn ends, even if he gets an extra turn from cards such as a is cast to make a champion immune to cards that affect flyers it
The Caravan [4th-131]. Champions that are hit by this spell can not make allies fly at the same time. This is a good
may still do actions outside of battle. This includes champions addition to a cleric spell based deck giving a player a way to
like the Stone Giant [4th-264], who could still discard an ally in protect his flyers or to make one of his non-flyers fly if need be.
battle even though he could not enter battle against a dragon, A good trick to keep the opponent off guard would be to attack
or The Hapless Halfling [DU-42], who would still give levels to a realm that only flyers can attack then during the battle make
adventurers and halflings. This spell is a dragon only spell, and one of your non-flying champions a flyer by casting this spell
should not be put in a deck that does not contain many dragon from battle onto a champion in the pool.
champions. In conjunction with other debilitating spells, such

Draconomicon - Página 286


The art for this card is featured on the cover of the campaign Symbol of Pain
expansion Elminister's Ecologies and made by Fred Fields. #59 of 100
Cleric Spell
Blessing of Tiamat This spell inflicts terrible pain on a champion, preventing
#57 of 100 casting spells or using psionic power cards. Lasts until
Cleric Spell dispelled.
May also be cast by any dragon. Cast on a dragon champion
to ignore the levels or special powers of any opposing allies This cleric spell stops a champion from casting spells or from
until the end of this player's next turn. (Def/3/4) using psionic power cards until it is dispelled. The spell is only
discarded if the champion is discarded or if another card
This cleric spell can be cast by any caster of cleric spells or removes spells from play - like Magic Draining Field [DU-74],
any champion designated as a dragon either in the text box, The Master Strategist [4th-500], Dispel Magic [4th-370], or
their name, or blueline ruled since blueline rules are official Dispel [4th-400]. To rid the pained champion of this spell,
rulings on all cards. Blessing of Tiamat may only be cast upon another caster will be needed if a Dispel Magic is to be used
a dragon champion allowing that champion to ignore the levels since the affected champion cannot cast (except when the
or special powers of any opposing allies until the casting Symbol is first cast). This card is nice in the fact that to take
player's next turn. The caster must choose either the levels or the spell away a player must use a card to dispel the Symbol,
the special powers of opposing allies, this spell does not grant but a well built deck should have many champions able to cast
immunity to both in the same casting. With the ability for any spells or use psionic power cards if they are using that type of
dragon to cast this spell, there is little reason for not putting it support. Also take into consideration that an opponent might
in a dragon based deck. With nasty allies like the Master Illithid not want to dispel the symbol since they probably already have
[DU-53], Zombie Horde [NS-79], Undead Dragonrider [DR-81], another champion able to use spells or psionic power cards
and The Dreaded Ghost [4th-246] this spell could stop many even if the opponent can get rid of the symbol. Good targets
powerful allies in combat. Although it would seem obvious to for this spell would be multi-purpose champions such as
stop the special powers of allies it should not be overlooked Shadair Mesker [PO-80] who can use spells and psionic power
that many allies have a high bonus with numerous ones well cards and are usually key champions in a multi-support deck. If
over +5. If an opponent cannot defeat you with special powers, an opponent plays with few casters this spell might make them
levels can work just as well. The number of champions to reevaluate their decks, but against a well thought out deck this
protect with this spell is great, but a few good choices would be card might have limited uses.
Infyrana the Dragon [DR-26] who is already immune to ally The Blessing of Bahamut allows a dragon champion to ignore
powers, Flashburn [DR-32], or Shadow Dragon [DR-36]. Bad the powers of a champion it is opposing in battle.
choices for this spell to protect would be Sparkle, Crystal
Dragon [DR-35] because few allies enter battle with him Symbol of Persuasion
leaving the spell unused. In a dragon deck, this spell is great #60 of 100
protection, and with it being easily playable by dragons there is Cleric Spell
little reason this card should not be considered. Cast during battle to force two opposing allies (caster's choice)
to switch sides. Allies must be present when the spell is cast.
Blessing of Bahamut (Off/4)
#58 of 100
Cleric Spell This cleric spell will allow a champion to switch two allies from
May also be cast by any dragon. Cast on a dragon champion the opposing player's force as long as the allies are already
to ignore the levels or special powers of any opposing present. Any allies with a one time power do not use their
champions until the end of this player's next turn. (Def/3/4) powers again. Once an ally is in play and their power has been
used it is used up, an example would be the Cat Burglar [NS-
This spell is castable by any dragons and cleric casters, its evil 78], after the opponent uses the Cat Burglar to discard cards,
counter part being The Blessing of Tiamat (57/DR). The player another player cannot switch the ally and then discard even
may choose to ignore either the levels or the special powers of more cards. If during the course of battle this spell is
any champions facing the protected dragon in combat. The discarded, the switched allies move back to their original
spell does not make a dragon immune to both, only one or the champion. Also, with so many cards that can switch cards from
other. The spell lasts until the end of casting player's next turn. one side to another, it is important to remember that if a card
If the dragon is immune to the special powers of a champion that is controlling other cards is the cards that it controls go
that includes offensive powers and not defensive ones. This back to the original owner. An example is if the ally Master
can be tricky since champions do not have offensive or Illithid [DU-53] has shifted two magic items from an opponent
defensive designations. An example of an offensive power and the opponent plays this symbol, then the ally switches
would be the Fire Dragon [DU-38], its breath weapon destroys sides and the magic items also switch sides since that player
all cards attached to an opposing champion. Since it affects no longer controls the Master Illithid. Even though this spell
the protected dragon, he would ignore the Fire Dragons power. does not have a bonus, it still could lend some aid during a
A defensive power from a champion - like Eye Tyrant [4th-320] heated battle. Good allies to steal with this spell are The White
would still work since the champion's special power does not Weird [DU-51], Ancient Dracolich [NS-81], FireDrake [DR-84],
directly affect the protected dragon. This is a more powerful and the Clay Golem [4th-247]. This is a good card to help mix
spell than the Blessing of Tiamat since champions usually up a deck filled with allies and magic items, too many cards of
have better special powers, and battle does not happen the same type in one deck can sometimes spell defeat when
without an opposing champion, this spell will be sure to aid the opponent has all the counters for that support card type.
during any encounter on the battlefield. Some great powers to
stop would be The Living Wall [PO-58], El-Hadid [NS-40], or Symbol of Death
the spell casting Pellgrade the Inexorable [4th-312] who's #61 of 100
lightning bolt would be ignored even though it is a spell, it is Cleric Spell
still a champion special power. Any dragon can benefit from This spell destroys up to 10 levels of opposing allies or
this spells protection, and a good combination is to play this on prevents an opponent from playing magical items in this round
a dragon that will get multiple attacks with the aid of other of battle. Any already attached are unaffected. (Off/4)
dragon enhancing cards - like Dragon Raid! [DU-20]. This card This symbol has two powers depending on the casters
is a must for any deck built around dragon champions, the choosing. This spell destroys up to ten levels of an opposing
ability to ignore a champion's special power is too good to player's allies or may stop a player from playing magic items
pass up, even if for just one or two turns. for the rest of the battle. Magic items already in the battle are
not affected by this spell. The level of the allies destroyed by

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this spell uses the adjusted level; a champion that increases like a monster attacking Valley of the Mage [4th-26], the battle
an allies level such as Adan El-Mesir [4th-349], who increases is finished as normal, but no more champions of that type can
the level of an ally by two, can make this spell's power for attack this round. If the realm can only be attacked by a certain
destroying allies a little weaker. When this spell is stopping type of champion as Mintarn [NS-3] (which can only be
magic items, a player cannot put a magic item into play that attacked by flyers or swimmers), then the current battle
makes a champion immune to offensive spells as long as this finishes as normal, but then only flyers or swimmers can
card is in battle, since no magic items can be played. If an ally continue attacking. Find the Path is a good cleric spell to allow
has more levels than the spell can destroy, the ally is safe from the whole pool to attack an opponent, especial when their land
the Symbol, since allies cannot be partially discarded. Since is almost impossible to reach, and the opponent's pool is well
this spell can only do one power at a time the caster should stocked with defenders. This card should not be put in a deck
have an idea of what the opponent is going to play next either with champions able to attack a variety of different realms, in
by watching what support they have already played or by just such a deck an offensive card usable in battle would be more
knowing the opponents tactics. For this reason (and others), it preferable.
is not favored in tournaments. This powerful priest spell is bestowed by the gods to give a
Allies destroyed are chosen by the caster of the spell. The total faithful priest the ability to find the shortest path to what he
of allies chosen may be less but may not be more than 10 seeks. Given extra sensory perception, the priest enchanted
levels. can find the correct direction, steering away from danger and
through mazes created to deter trespassers.
Confusion
#62 of 100 True Seeing
Cleric Spell #64 of 100
Cast on an attacking champion who must choose another Cleric Spell
player's realm to attack. If he cannot attack another realm, or This spell can be cast at any time to inspect an opponent's
it's a two-player game, the champion returns to his pool hand or the next three cards of one draw pile. (Off)
defeated. (Off/4) With this spell a player may look at an opponent's hand or the
This spell is cast on an attacking champion, and has no effect next three cards of one draw pile, but not both. The player
on a defender. The attacker must choose another player's casting this spell is the only one to look at the cards, and he
realm to attack, they have no choice other than which realm to may not show anybody else another players cards. If a player
attack. If they cannot attack another realm, or there are no inspects the top three cards of a draw pile the cards must be
other player to attack, then the champion goes home defeated. put back in the order they were found. Using this card to
A champion defeated in this manner does not give the inspect a players hand can be dangerous since it leaves a
defender a spoils of victory since the attacker was not player open to be hit by the event Handmine [DU-c16]. The
discarded. The way this card is worded gives it a unique Herald of Mei Lung [NS-54] makes a player immune to this
power, even though battle has begun and an attacker and a card's powers. This is a good spell to give a player the ability
defender have been chosen the attacker may be forced at to examine a player's hand before he decides to attack or play
anytime during the battle to attack another player or go home a particular card. Although other cards have similar powers
defeated. It could be the first, second, or third attacker this and stay in play longer - like All-knowing Eye of Yasmin Sira
battle, but if this spell is played the attack must continue on [AR-10] or the very powerful Rings of All Seeing [4th-171] - this
another players realm. The attacker moves to the new realm spell has another unique power allowing the player to inspect a
with all their current support and continues the attack. This player's top three cards. With this ability a player may look to
card can be very devious to either repel an attack or to just to see if an opponent would get a spoils of victory or plan a nasty
make the opponents fight it out using up support they would battle strategy. It can be used with cards like Use Poison [NS-
rather be using on the casting player. In a multi-player game, 63], Galek [4th-227], The Fates [BR-c23], or The Guildhall
this spell works best on flyers, earthwalkers, or other [DU-27] dungeon card to find a ways to steal and kill an
champions able to attack many different types of realms. A opponent's champion.
killer combinations to use with this card would be Drow Justice This spell gives the recipient the ability to see all things as they
(21/UD), forcing an opponent to attack another player then truly are, no matter if magically altered. The power of this spell
killing both the defender and attacker. Or to really confuse the is so great that it is said a person can even detect a creature's
opponent, play Confusion and then once they attack another alignment just by his aura, and adjacent planes of existence
player drop Broken Arrow [TU-c24] onto the table declaring are even within the enchanted caster's sight.
peace thus gaining a spoils of victory. Even if this card is just
used to stop an attack, it has a place in any deck able to cast Plague
cleric spells, but in a multi-player game being able to force the #65 of 100
opponents to fight makes this card a deadly addition. Cleric Spell
When this spell is cast on an opposing champion, that player
Find the Path must draw and discard a card, noting the last digit. If the
#63 of 100 number is higher than the champion's base level, he is
Cleric Spell discarded. (Off/4)
This player's champions and allies can attack any opposing
realm, regardless of position or restrictions, until the end of this The opponent that this spell is cast upon must draw and
turn. (Def/3) discard a card, noting the last digit of the card. If the number is
higher than the champion's base level, he is killed and put in
The casting player's champions and allies can attack any the discard pile, ending battle. The card the opponent draws
opposing realm, regardless of formation position or restrictions must be discarded and cannot be used; if an event is drawn, it
placed on a realm. If a realm can discard an ally (like Gulg goes to the Abyss unless that player is using the dungeon card
[4th-29]), the ally is still discarded. Any realm that states that a The Azure Tower of Onad the Fallen [DU-24]. This card is
champion type cannot attack - like Ruins of Zhentil Keep [4th- better used on lower level champions giving a player a better
2] – can’t be attacked by this player's champions or allies for chance of discarding them. A good combinations to make sure
the duration of this spell. A realm stating allies cannot attack - that a champion dies is use another cleric spell True Seeing
like Daggerdale [4th-7] - still prevents allies from attacking; [DR-64] to check the cards they will draw, giving you the ability
Find the Path only allows the cards to get there. If the spell is to predict the outcome. Or, to make sure a champion dies, play
suddenly ended by an opponent the current battle must be the rule card A Sure Thing [NS-74] to automatically kill a
adjusted accordingly. If allies cannot be played, as with champion of base level eight or less. The only down side to
Daggerdale, then no more can be added, but the ones in battle this spell is it can only be used during battle, so the choice of
remain. If the current champion type cannot attack the realm - who you can use it upon is limited. A crafty player can

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manipulate things to their favor by using the cleric spell
Command [4th-416] to make a player attack with a certain Phase
champion. Other ways to help this spell kill a champion would #68 of 100
be to lower the opponent's base level with nasty cards like Ray Psionic Power
of Enfeeblement [4th-393], Negative Planar Energy [NS-73], or Before attacking, a champion can use this power to ignore any
the wicked unarmed combat card Level Drain [NS-97]. With no realms special power. (Def/3)
bonus this spell is either a hit or miss card; if a player cannot
manipulate things into their favor they probably should look at When this power is attached to a champion, that champion
other ways to defeat their opponent. may ignore any realm's special power that it attack's for the
current turn. This psionic power is discarded as soon as this
Inertial Barrier player ends his turn. The champion must still abide by
#66 of 100 formation restrictions, they cannot attack a realm in the back of
Psionic Power the formation unless they have other means of getting to it.
Until the beginning of this player's next turn, champions of Only offensive powers are ignored by the champion, defensive
base level 6 or less cannot attack this player's realms. (Def/5) abilities of a realm still function normally. An example of an
offensive special power would be in the Griff Mountains [DR-5],
This psionic power prevents champions of base level six or champions and allies that are not flyers lose their special
less from attacking this player's realms, until his turn. powers attacking this realm. A defensive power also on the
Adjustments do not count when looking at a champion's base Griff Mountains is, defending dragons and giants are double in
level unless it specifically states their base level, such as base level, and immune to offensive magical items. Since
Tower by the Sea [DU-33], Orcus [NS-44], or the event The realms do not have offensive or defensive designation each
Crystal Dome [4th-515]. Champions over level six may attack player will have to judge the cards in question. A good rule to
this player's realms as normal, but still must follow normal follow is that offensive special powers are ones that directly
restrictions when attacking. Champions that enter battle as affect an attacker, and a defensive special power is one that
allies, by another cards power - like the champion Kai'Rik'Tik affects the defender or realm only. This card works well with
[4th-340] - must still abide by this cards power since the ally is Combat Mind [DR-67] giving the attacker multiple attacks and
still a champion. This card is only playable in step five of the making them immune to a realm can be devastating to the
player's turn and lasts until the beginning of his next turn, defender. Be on the lookout for nasty spells that can destroy
giving a player just one turn of protection. A great combination this card during battle, like Dispel [4th-400]. There is nothing
to go with this card is using the rule card Time of Troubles [4th- worse than entering the Falkovnia [NS-5] realm with at
492] that prevents champions of base level seven or higher powerful champion just to find out he might die if the realm is
from attacking or defending. This would leave an opponent no razed since he just lost his phase protection.
way to attack this player's realms for one turn. Death Field
[DU-81], or The Living Wall [PO-58] are some other great Death Field
cards to have in the hand to kill those high level champions #69 of 100
that could attack this player. Bilago Lumon [PO-17] would be a Psionic Power
great champion to combo with this, since he can use psionic +3
power cards and can instantly destroy opposing champions of Usable only during combat, the opposing champion can no
level 5 or less (or more with attachments). Just remember that longer use spells, psionic power cards, blood abilities, or
Bilago affects adjusted level, not base like this card does. unarmed combat cards. (Off/4)

Combat Mind Death Field renders an opposing champion without the ability
#67 of 100 to use spells, psionic power cards, blood abilities, or unarmed
Psionic Power combat cards. The affected champion cannot use either
Until the end of this turn, the champion using this power can defensive or offensive support cards of this nature during the
attack an opposing realm multiple times until he is either current battle. Any spells, psionic power cards, blood abilities,
defeated or the realm is razed. (Def/3) or unarmed combat cards already in play remain after this
psionic power card enters battle. The +3 bonus of this card is
A champion with this psionic power attached may attack an minimal for a psionic power card, but the ability to shut down
opposing realm as many times has they wish, until either it is four different types of support cards makes this a worthy card
defeated or the realm is razed or discarded. When attacking for any deck with psionic power card users. Just the ability to
multiple times, after each round of battle the champion must stop blood abilities, and unarmed combat cards is great since
discard all cards that would normally be discarded after a few cards can stop these devastating support cards currently.
round of battle such as allies, spells, psionic powers, etc. This card will weaken many decks based upon undead
Combat Mind cannot be added to a champion after battle champions, dragon champions, regents, psionisist champions,
begins due to its phase three designation so playing this card or casting champions since many of these decks are based
is a must before a player engages in battle. This can be a upon the support cards stopped by Death Field. Good cards to
devastating card if put upon a champion built up to defeat any team with this psionic power are cards that limit an opponents
champion the opponent could send forward. This card can also ability to play their support into battle, such as the unarmed
make it easier for a player to weed through a large pool of combat card Claw [DR-91], or the mighty magic item, Orb of
champions when the user only has a few champions to bring to Power [4th-170]. With the dungeon card Powers from the
battle. Other good cards to attach to such an attacker would be Savage Land [DU-20] the bonus will rise to a nice plus six. A
Energy Containment [PO-66], Control Wind [PO-74] (If your player that can limit options in battle will strangle his opponents
champion's power isn't that good), Tower of Iron Will [PO-82], deck and hopefully beat it, and this psionic power card is one
Intellect Fortress [PO-83], or Phase [DR-68] since they would that can tighten the grip bringing an opponent closer to defeat
stay with the champion from round to round. Good Psionisist's during battle.
to attach this power to are Lyr of the Mists [PO-23] who would
kill a champion in a player's pool for each attack she got, or Ultrablast
Bilago Lumen [PO-17] who could chip away at the opposing #70 of 100
force weakening them with his level draining power,which is Psionic Power
espeically deadly with other large icon bonus cards attached. +5
One way to foil this card would be to use the event Spirit of the When this card is used, the opponent must draw and discard a
Land [1st-288] if defending a Dark Sun realm, or use a nasty card, noting the last digit. If the number is 2 or less, the
avenging card to kill the psionisist that is attacking such as the opposing champion is discarded. (Off/4)
magic item Dagger of Venom [4th-341].

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After the opponent draws and discards a card, checking the holding, like Point East Trading Guild [4th-101], then they
last digit for a zero, one, or two. If he or she find one of these would get six cards this turn since the card grants two bonus
numbers they must discard their champion to the discard pile. cards. If in Limbo on the turn the champion is to come out of
If the card number is higher than a two, the psionic power only the Daydream, the psionic power is wasted, it must be used on
gives a plus five during the course of battle, but with the the next turn and cannot wait until the champion returns from
Dungeon card Powers from the Savage Land [DU-20] it would Limbo, making the Horned Society [3rd-117] a good way to
become a mighty +10 bonus. This card is a weaker form of the battle this card. This is a nice little boost to a player's turn if
famous Vorpal Blade [FR-56], which is more likely to behead, they can keep the champion alive for one full round. Even if he
and can be used in more than one battle. If a two or less is loses the champion during the round it still made the opponent
drawn the champion dies and the battle is over. Good cards to play a card to kill him. A good tactic is to put the Daydream on
use with this are the champion Marco Volo [3rd-50], or Ren's a weaker champion in hopes that the opponent will use a nasty
Crystal Ball [4th-451] since they can do some recon work on card to kill the Daydreaming champion instead of more
an opponent's deck to make sure the opponent will draw a two powerful champions in the pool. The event Trapped! (22/DU)
or less when in battle. The rule card A Sure Thing [NS-74] will has no affect upon the Daydreaming champion for purposes of
also ensure a victory in battle without making them draw a foiling this card, since the champion is still in play it has fulfilled
card. With this card's nice plus and the ability to instantly win a is obligation and grants the two cards anyway. Any card that
battle it fits well in a deck based around psionic powers, or gives a player more cards is always welcome.
support cards looking for a quick and easy win in combat.
Cards that negate the affect of this power are the Herald of Mei Psychic Blade
Lung [NS-54], Wyrm's Decree [DU-19], and Mind Shield [PO- #73 of 100
72] since they protect a player from cards that examine or Psionic Power
discard cards from the draw pile. In the event this psionic Until the end of this player's turn, all magical items used by this
power is put into battle with one of these protective cards in player's champions are doubled in level. (Def/3)
play only its bonus has any affect.
Synaptic Static This psionic power lasts until the end of this player's turn, and
#71 of 100 doubles the level of all magical items used by this player. This
Psionic Power doubles all the magic items used, not just the ones attached to
Use this power at any time to cancel an offensive psionic the champion using this psionic power. Magic items without
power card when it is first played. (Off) level bonuses are not affected by this card unless they gain a
level due to another special power such as Blackmoor [1st-
This psionic power card cancels an offensive psionic power 116] that give levels to magic items. With many magic items
card, not a defensive one, when it is played. The psionic power having pluses of five or higher this card can really boost a
card must be canceled as it is played, otherwise it will be too magic item heavy deck. Some magic items such as Girdle of
late to remove it with this psionic power card even though it Storm Giant Strength [4th-183], Holy Avenger [4th-207], Maul
might stay in play for awhile. Cards that might be canceled are of the Titans [DR-79], Dancing Sword [NS-46], and the
Chameleon Power [PO-64], Molecular Rearrangement [PO- Clockwork Ogre [DU-71] have a +7 or higher bonus, bringing
70], Psionic Blast [PO-93], Body Weaponry [4th-429], and them to over +14 with this psionic power card. A good card to
Ultrablast [DR-70]. Some cards that cannot be affected by this combine with this psionic power card is the wizard spell Steel
psionic power are Combat Mind [DR-67], Superior Invisibility [DL-71] since it increases a magic items bonus. A very good
[4th-425], and Lend Health [4th-430]. Even though Mindwipe, tactic with this psionic power card is to place it on a champion
and Death Field state that no more psionic power cards can be that will either enter battle last or does not plan on going into
played, Synaptic Static may still be played as a counter card. battle at all, because once the champion with the Psychic
This breaks the general rule of first in play, first power to be Blade attached dies this psionic power is lost. An interesting
used. A player that knows the opponent uses a lot of psionic twist is that the Dancing Sword becomes a 14th level
power cards should consider this card as long as they can find champion during the Psychic Blades duration, its base level is
some champions able to use Synaptic Static. Even if a player still seven.
is not sure what to expect this is still good protection from
those nasty psionics. This card is also unique, in that it is an Gauntlets of Combat
offensive counter, meaning it can not be used to counter a #74 of 100
psionic power card used by a champion immune to psionic Magic Item
power cards. Other cards that help stop the playing of psionic +4
power cards are Sadira [4th-277], Vaerhirmana [3rd-263] and The attached champion can use any type of unarmed combat
for cleric casters, Dispel [4th-400] can be used in the same card. (Def)
manner as Synaptic Static. Finally for a player looking for
protection from psionics altogether check out the Dark Sun This magic item will allow any champion the ability to use all
realm Ur Draxa [4th-32]. types of unarmed combat cards, from hero unarmed combat
cards to undead unarmed combat cards to dragon unarmed
Daydream combat cards to the only elf (drow) unarmed combat card Blind
#72 of 100 Side! [4th-440]. This card has a small +4 bonus, but its real
Psionic Power power is in the ability to let one champion use any type of
A champion using this power cannot act agian until the end of unarmed combat card. Building a deck with this card in mind a
his player's next turn. At the beginning of this player's next player can mix the unarmed combat cards to come up with a
turn, he may draw five cards instead of three if the deadly combination of using Undead unarmed combat cards
daydreaming champion is still in play. with Dragon unarmed combat cards. An example is to weaken
an opponent with Level Drain [NS-97] and then go in for the kill
A champion in the Daydream cannot act, they may not enter with Breath Weapon III [DR-96]. This magic item goes well on
battle, aid in battle, use attachments, or use their special high level champions giving them more of an advantage with
powers in any way until the end of this players next turn, even dragon and undead unarmed combat cards since there are a
though the Daydream gives its bonus at the beginning of the few that double the base level, like Supernatural Strength [DU-
turn. At the start of the player's next turn, he or she may draw 78]. Before a player goes wild trying to use all the unarmed
two more cards on this turn as long as the champion combat cards in Spellfire, there have been a few counter cards
Daydreaming is still in play. In play means that the champion is created to halt these nasty support cards, like Body Weaponry
in the pool, not the discard pile, Limbo, Abyss, or Void. The [4th-429], Amulet of the Wyrm [DR-86], and Concealed
card states they may draw five cards this turn instead of three. Weapon [NS-64] to name a few. A great champion to attach
If a player draws more than three on his turn due to a realm or this magic item to is Shan, Karate Master [DU-c15]. He

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doubles the level of unarmed combat cards, this would allow Discard this card from the attached champion during a round
him to use the big bonuses of the dragon unarmed combat of combat to send two cards attached to the opposing
cards like Bite [DR-93] that normally has a plus six, but with champion to the Abyss. (Off)
Shan is a +12. Another card like this is Belly of the Beast [DU-
10], which grants this same power to all monsters one player This magic item has the ability to send two cards attached to
has. an opposing champion to the Abyss. When this power is
The champion with the Gauntlets can use any unarmed activated, this card is discarded. This is a very powerful card,
combat cards, including those usable only by dragons. and may become a target for magic and events if left attached
to someone in the pool. It can be best used if you keep it in
Talisman of the Beast your hand until you wish to use it, then attached it to your
#75 of 100 champion, discard it, and send two cards to the Abyss. As long
Magic Item as the opponent isn't immune to offensive magic items, or has
+3 some power that inhibits magic items from being played
A champion wearing the talisman can fly and is considered a against him, this card is difficult to defend against. This card
dragon. (Def) can be most effective when used in a deck that has several
cards able to retrieve items from the discard pile, like Halcyon
The wearer of the talisman gains the ability to fly and is [1st-c16], Remnis [4th-481], and Tasslehoff Burrfoot [DL-39].
designated a dragon until the Talisman is removed. The Attaching the Well of Many Worlds to Halcyon makes it easier
attached champion gains all the benefits and hindrances of for her to win her round of battle; but beware, because once
being a dragon, as well as flying benefits and hindrances. In a you've sent four or more cards to the Abyss, your cards that
well constructed deck this item can make a normal champion enable you to get the Well back will become targets, too.
extra powerful. A deck built with a few dragons and a mixture This strange magic item is an excellent way to travel to other
of regular champions can turn into a deadly combination. The planes of existence, but not without a price. Any movement of
benefits of being a dragon are the champion can, use dragon the Well can change the destination through the Well. A Well
unarmed combat cards like Swoop [DR-90], use allies only of Many Worlds looks remarkably like a portable hole, and
playable on dragons such as the Cult of the Dragon [DR-80], many unwary adventurers have dumped their treasure
the rule card Age of the Dragon [DR-99] would protect the inadvertently into another dimension.
attached champion, and the use of all the spells castable only
by dragons. Hindrances come in the fashion of champions that Wand of Negation
affect dragons, like Uldo Dracobane [NS-43] who would #78 of 100
ironically discard this magic item that made the champion a Magic Item
dragon in the first place, and cards that kill dragons, like During combat only, this wand negates all the immunities of an
Dragonsbane [PO-6] and the event Dragon Slayer [AR-51]. A opposing champion (including immunity to offensive magical
good way to protect a champion with this magic item would be items). (Off)
the spell Enchanted Flight [DR-56] making it immune to cards
that affect flyers. Good champions to attach this magic item to The Wand of Negation is pretty straight forward. It cancels all
are Caller in Darkness [NS-70], Nemon Hotep [NS-67], Tyvorg immunities granted to the opposing champion, even if that
the Frost Giant [DU-45], and Kalid-na [4th-279]. With so many immunity comes from a source other than the opposing
ways to create a beneficial deck around dragons this is a great champion or his attachments. In other words, a pool with the
card to aid those nice champions that are not dragons to a Codex of the Infinite Planes [4th-452] in it would not grant
dragon based deck. immunity to a Greyhawk champion that was opposing a
A champion with the Talisman is considered a dragon in all champion holding the Wand of Negation. Because the Wand
respects, including use of unarmed combat cards usable only specifically mentions that it negates immunity to offensive
by dragons. magic items, the order of activation for this item is skewed.
Simply consider it's effects first, before all other cards.
Wand of Magic Detection Because this card causes no hindrances, this out-of-order
#76 of 100 activation will not unbalance a combat. The wand even
Magic Item overpowers opposing attachments which grant immunity, such
Use this wand in phase 3 of your turn to force all opponents to as the Orb of Power [4th-170]. This wand has no effect on
show you all magical items and artifacts in their hand and face cards that hinder the play of certain cards without a stated
down in pools. (Off) immunity; i.e. Flesh Golem [4th-235] would not be affected by
this wand, and the Golem would in turn discard the wand,
This magic item does not affect combat in any way, except to because the Flesh Golem does not grant immunity to magic
satisfy a requirement like on the Loup-Garou [4th-236]. items, just removes them.
Instead, it is used during phase 3, and does nothing more then The Wand of Negation functions against champions with
allow the owner of the Wand of Magic Detection to see all immunity to magical items, and against champions with the
magic items and artifacts in everyone's hand and pool. This Orb of Power.
may, at first, seem like kind of a mundane power, but when
applied properly, can have devastating results. When Maul of the Titans
combined in a deck with such cards as the Loup-Garou, or the #79 of 100
Ebony Cup of Fate [FR-c8] the ability to know whether Magic Item
someone has a magic item or artifact can determine where +9
one will attack. This wand also works well with Drawmij [4th- Usable only by giants. The attached champion ignores the
276] and his special power, especially when someone's pool special powers of opposing realms, holdings, and allies. (Def)
contains champions that can remain face down. Although this
is an offensive magic item and is affected by champions that The Maul of the Titans is very potent, being a +9 magic item.
have immunities against it, the Wand will still allow the owner This is balanced by the fact that only those champions
to look at another player's magic items and artifacts in the designated as giants can use it. Because of this restriction, this
hand. magic item would be most useful in a deck with several giants,
or even better, a giant theme deck. Having the Maul of the
Well of Many Worlds Titans allows the attached giant to ignore opposing realm,
#77 of 100 holding, and ally special powers. Note that this is not the same
Magic Item as negate. Simply put, any special powers of these types that
would affect the attached champion, don't. If the special
powers target or affect something other than the champion

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with the Maul or his attachments, the power is unaffected by The Dragonne is a solitary creature, and at a distance is often
the Maul. Therefore, Yumac the Cold [4th-311] with the Maul mistaken for a large lion. This creature seems to be a blend of
would not be affected by the Rust Monster [4th-251], as long a lion and a brass dragon; a deadly combination indeed. It's
as the Maul was in play first. If the Incantrix [RR-85] were then roar is deafening, and can send the most stalwart of troops
played against Yumac, all spells would still be dispelled, fleeing in fear.
except for any that Yumac had cast.
Faerie Dragon
Cult of the Dragon #83 of 100
#80 of 100 Ally
Ally +3
+2 Flyer. This ally can cast wizard spells. The faerie dragon
Playable only with a dragon champion. This ally doubles the cannot be forced to switch sides or be discarded in combat for
base level of the attached dragon. It is discarded if forced to any reason.
switch sides.
This +3 ally is considered a flyer, therefore it is subject to such
This +2 ally is pretty good for a dragon deck, but won't be very cards. It has the ability to cast wizard spells, so it is best used
useful if you don't have a lot of dragon champions in your in a deck that has some spells. As this is an ally, it need never
deck. This ally doubles the base level of the attached dragon ask permission to cast spells, except from Lareth, King of
champion, then all adjustments are added onto this new base Justice [DR-31]. The Faerie Dragon can cast all spells
level. If Cult of the Dragon is used in conjunction with other designated as only castable by dragons. The Faerie Dragon
cards that increase the base level of the champion, these also has the ability to resist being discarded or forced to switch
increases are cumulative. This ally has one bonus ability, it sides for any reason. Any attempts to do so upon the Faerie
cannot be used against it's original champion. If a card were to Dragon simply fail. Once in play, this ally is only discarded at
force it to switch sides for any reason, it is discarded instead. the end of battle. This ally works well against an opponent who
The Cult of the Dragon is a group of extremists trying to you know has cards that restrict allies in his hand. If you know
convert all of the dragons of Faerun into dracoliches. The Cult your opponent has cards such as the Net of Entrapment [4th-
is feared by dragonkind and humankind alike. Rumors of cultist 169] or the Clay Golem [4th-247], this ally will resist their
attempts to travel into other worlds populated by dragons are powers, as long as the Faerie Dragon is played first.
unfounded, but disturbing. Faerie Dragons are peaceful creatures, opting to play pranks
in the company of pixies and sprites over almost any other
Undead Dragonrider lifestyle. They can become invisible at will, and often times
#81 of 100 their victim's only clue to the source of some mischief is their
Ally chime-like laughs and giggles.
+5
Dragon; undead; flyer. All opposing allies that are not undead Firedrake
or flyers are level 0 and have no special powers. #84 of 100
Ally
This +5 ally has a very unique ability. It causes all opposing +6
allies that are not undead or flyers to be 0 level allies with no Dragon; flyer. The base level of an opposing nondragon
powers. Undead Dragonrider has no effect on flying or undead champion is reduced to 2 for this round of battle.
allies. This ally is considered a dragon, a flyer, and undead,
and as such gains any bonus or penalty granted by cards that Depending upon the opposing decks, this ally can be quite
affect these types of cards. For example, with Orcus [NS-44] in powerful. Although it is already a +6 ally, it's true power lies
the pool, the player of the Undead Dragonrider gets to add 5 to when it's opponent is a nondragon. In this case, the opposing
each undead's base level, including this ally. One card that can champion's base level is reduced to 2 for this battle. Note that
increase the usefulness of this ally is Dragon's Graveyard [DR- this takes place at the time of play of the Firedrake; so if Topaz
18], because this is a dragon ally, so you can bring it back and [4th-300] has already cast Armor [4th-396], her base level
use it again. would be 12, but after the Firedrake is played, it would be 2. If
Topaz waited to play armor after the Firedrake, her base level
What unholy power merged these two diabolical powers I can would only be 3. Dragons and champions that can ignore the
only guess at. I do know that the very sight of the undead on special abilities of allies are immune to this effect, but it
dragonback will cause the most stalwart man-at-arms to freeze remains a +6 ally. As a flyer and dragon, it is subject to all the
in sheer terror. benefits and hindrances that these designations entail. This
- Athena Fernwood, Halfling mercenary annd collector of many ally is very strong with the Sword of Sharpness [DU-64], which
fine baubles. would kill the opposing champion reduced to base level 2 if not
immune to this ally's power, or to the sword.
Dragonne The Firedrake's blood is very volatile, in fact, it literally burns
#82 of 100 within their veins. More than once an unsuspecting swordsman
Ally attacked a firedrake, only to be killed by the resulting spray of
+5 burning blood.
Dragon; flyer. This ally can use unarmed combat cards usable
only by dragons. Playing this ally discards an opposing ally of Drake
+2 or less already in play. #85 of 100
Ally
When this ally is brought into play, one ally of +2 or less that is +5
already in play for the other player can be discarded (this Dragon; flyer. This ally can be discarded from a player's hand
player's choice). The Dragonne also has the ability to use all to prevent a dragon champion from going to the discard pile for
unarmed combat cards that can only be used by dragons. This any reason.
is different than granting the champion the ability to use these
cards. If the opposing champion has restricted a champion Possibly one of the best dragon allies to date, the Drake has a
from playing unarmed combat cards, this ally attached to the tremendous power. This +5 ally has the ability to stop any
restricted champion could still play unarmed combat cards dragon champion from being sent to the discard pile, by
(usable only by dragons, not others) unless the ally was substituting the Drake instead. This includes losing a battle or
included in the hindrance. being affected by spells or special powers. A dragon champion
saved this way gets to keep his attachments, even if losing the

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battle would normally make them be lost. An attacking dragon
saved this way prevents the defender from getting spoils of Orb of the Eternal Dragon
victory. The Drake's power does not include fulfilling the #88 of 100
requirements of cards like avatars or Labor of Legend [4th- Artifact
122], since negating the discard means the special power was This artifact can only be attached to dragon champions of any
not fullfilled, and therefore does not complete. It also doesn't world. The level bonus of all cards attached to this dragon are
cover dragons discard from outside play, like Limbo or the doubled. Opposing dragons cannot enter battle against this
hand, OR save the dragon from other discards (like to the champion.
Abyss). Of course, this only works for dragon champions, but if
used in conjunction with Dragon's Crown Mountains [4th-39] Even though this AD&D artifact has no level bonus, it is still
and Dragon's Crown [DR-15], this ability would work on any quite a potent artifact. This potency is balanced by the fact that
champion. Cards able to bring back allies from the discard pile, it can only be attached to dragon champions, although they
like Dragon's Graveyard [DR-18], Heal [RV-45] and Divine can be from any world. The main power this conveys is that all
Intervention [DL-81] help further this card's usefulness. cards attached to this champion with a level bonus are doubled
Even if defeated in combat, a champion retains his attached in level. This includes magic items, allies, spells, unarmed
items if rescued by the Drake. If the Drake is used to prevent a combat cards, etc. This doubling effect does not affect cards
defeated attacking dragon from being discarded, the defender without an icon bonus or events, nor does it refer to any
does not receive Spoils of Victory. special powers granted by any attached cards. For example,
The Drake does not prevent a dragon champion from being the Javelin of Lightning [4th-203] would be a +4 magic item
discarded from the hand (such as through the use of Hettman (normally +2) but the Orb would have no effect on +7 offensive
Tsurin). It also does not prevent a dragon champion from being spell that can be cast through the Javelin. An added bonus to
sent to the Abyss. this artifact is the fact that no dragons can enter battle with the
attached champion. This can be very effective against
Cúpula BSW 2016: quando o poder deste aliado é usado para someone who only has dragon champions in his pool, or has a
prevenir que um campeão dragão seja descartado, as cartas dragon champion and some champion he normally wouldn't
anexadas permanecem com o campeão afetado. want to bring into battle, like Hettman Tsurin [4th-257]. Even
can even save a dragon deck against the horrors of the
Amulet of the Wyrm Dragon Hatchling [DR-c8].
#86 of 100
Artifact Mighty Servant of Leuk-o
+4 #89 of 100
This artifact can only be attached to a dragon champion of any AD&D
world. The champion can cast any spell and is immune to Artifact
offensive unarmed combat cards. +8
A champion with this artifact is immune to the special powers
This +4 AD&D artifact can only be attached to dragons, of champions and allies of level 5 or less.
although they can be from any world. The power of this artifact
grants immunity to all offensive unarmed combat cards, and The Mighty Servant of Leuk-o is an AD&D artifact, and can
the attached champion can cast any spell. This spell-casting only be attached to AD&D champions. This artifact grants to
ability includes spells that can only be cast by a specific type of the attached champion immunity to the special powers of both
champion, like Minions of Darkness [DU-97] and spells that champions and allies of base level 5 or less. This can be very
require a minimum adjusted level to cast, like Preservation useful against those low-level allies with devastating powers.
[TU-53]. Although this artifact is limited to just dragon This immunity does not apply to special powers that do not
champions, when combined with cards like Talisman of the target the champion or his attachments. The Assassins [4th-
Beast [DR-75], almost any champion can take advantage of 221], for example, would still be able to kill a champion if on
these abilities. To gain the most out of this card, attach it to a the losing side, as long as it wasn't the champion with the
champion that cannot normally cast spells, like Flare [DR-38] Mighty Servant. This immunity works for the attached
or Zielesch, Ancient Green Dragon [AR-73]. champion whether he's engaged in battle or in the pool. This is
very valuable since champions chosen with low levels tend to
Fang of the Dragon be very powerful, and this card is one of only a few ways to
#87 of 100 stop champions such as the Headless Horseman [RV-88],
Artifact since immunity transends the order of activation. Cards that
+4 work well with this artifact are the Tablets of Fate [FR-99] and
This artifact can only be attached to a dragon champion of any the Living Wall [PO-58] if it uses the Ego Coin [3rd-419] to
world. The champion can use any psionic power card or blood attach the Mighty Servant.
ability.
Swoop
This +4 AD&D artifact can only be attached to dragons, #90 of 100
although they can be from any world. The Fang grants it's Unarmed Combat Card
wearer the ability to use all psionic power cards and blood Usable only by dragons. This maneuver doubles the base level
ability cards, including ones that limit the users. Naturally, this of an attacking dragon if the opposing champion cannot fly.
artifact is most effective in a deck with several dragon (Def/4)
champions. If your deck also includes cards that can make
other champions into dragons, like the Talisman of the Beast This unarmed combat card can only be used by dragons, or a
[DR-75], it can greatly increase the Fang's usefulness to a champion using an item like the Gauntlets of Combat [DR-74].
deck that is not completely made up of dragon champions. If This card has no inherent bonus, instead it doubles the users
the Fang of the Dragon is teamed up with the Amulet of the base level, but only if the opponent cannot fly. This card has a
Wyrm [DR-86] via the Ego Coin [3rd-419], this champion could nice effect, but must be played carefully. If it is used against
use almost all of the supportr cards (not including thief skills or someone who can fly, or someone who gains the ability to fly,
unarmed combat cards, which the original champion might by playing cards like Winged Boots [4th-186] for example,
have the power to do). Of course, unless your deck has Swoop becomes useless. Swoop can be made more effective
several psionic power cards or blood ability cards, this artifact if coupled with cards that discourage flying, like the Noble
will prove to be a poor choice. Also, these other powers could Djinni [3rd-84], when defending realms like Menzoberranzan
be picked up with other cards, like Cities of the Sun [DU-29], [4th-1], or with a Reverse Gravity [4th-385] spell ready.
making the Fang even more pointless. Strangely, this card does not require the using dragon to have

Draconomicon - Página 293


the ability to fly. This card can be countered with cards such as anything. This also works well with Loup-Garou [4th-236], to
Evade [DR-98], but not Block [RR-99] because it is a defensive guarentee either a magic item is discarded or the opposing
card. champion loses. Bite can be countered with cards such as
Evade [DR-98] or Block [RR-99].
Claw
#91 of 100 Breath Weapon I
Unarmed Combat Card #94 of 100
+4 Unarmed Combat Card
Usable only be dragon champions. Victims of this maneuver +4
can play no further allies or magical items in this battle. (Off/4) Usable only by dragon champions. Instantly destroys all allies
of +3 or less. (Off/4)
This unarmed combat card can only be played by dragon
champions, or a champion using an item like the Gauntlets of Breath Weapon I is a +4 unarmed combat card usable only by
Combat [DR-74]. Not only is this a +4 maneuver, but it also dragon champions. When this card is played, all opposing
prohibits the opposing player from using any new allies or allies of +3 or less are instantly discarded. Allies of level 4+ or
magic items. Magic items and allies already in play function allies played after Breath Weapon I are unaffected. An
normally, unless their power involves adding allies or magic excellent card to use in conjunction with Breath Weapon I is
items to the champion. For example, if the Hypnosnake [RR- the Sword of the High King [PO-5] or the spell Melt Stone [PO-
82] were in play before Claw was played, it would still be a +3 92] because they reduces all allies to +1, in which case this
ally, but after the Claw had been played, the Hypnosnake card could remove all attached allies. A bad choice would be to
would not be able to make an ally switch sides. This card use this card with Tamarand, Great Gold Wyrm [DR-30] as
works best with cards that already limit the opponent or have allies of +3 or less cannot be played against him. Genberally,
some immunities; like Rauglothgor [DR-34] or Fi Lendicol [DR- much better cards can be chosen for any deck, especially
33], or with another unarmed combat card, like Tail Sweep dragon decks. This card can be countered with cards such as
[DR-92]. Another useful combination is to use Claw, and then Evade [DR-98] or Block [RR-99].
play Loup-Garou [4th-236], leading to instant victory. This card
can be countered with cards such as Evade [DR-98] or Block Breath Weapon II
[RR-99]. #95 of 100
Unarmed Combat Card
Tail Sweep +6
#92 of 100 Usable only by dragon champions. Discards an opposing
Unarmed Combat Card champion or ally of base level 4 or less. (Off/4)
+5
Usable only by dragon champions. Victims of this maneuver This is a +6 unarmed combat card that is only usable by
can play no further spells, psionic power cards, or blood dragons champions. When this card is played, the player of
abilities in this battle. (Off/4) this card can choose to have the opposing champion or one
ally discarded as long as it is of level 4 or less. If the champion
This unarmed combat card can only be played by dragon is base level 4 or less and is discarded, the round of combat is
champions, or a champion using an item like the Gauntlets of over. If used by the attacker, he may attack again with another
Combat [DR-74]. The +5 level adjustment is large enough to champion. If used by the defender, he may draw his spoils of
warrant adding this to a dragon deck, but it is its additional victory. If instead an ally is discarded, combat continues as
power that truly makes it worthy. As soon as Tail Sweep is usual. Note that this card affects allies or champions with base
played, the opponent can no longer play any spells, psionic level of 4 or less. Also, this cannot affect a champion that is in
power cards, or blood abilities during this battle. This restriction a pool, only the champion in combat. Any card that reduces an
does not apply to other champions who can help in combat opponent's base level will work well with this card. The
from their pool. Any good dragon deck with several unarmed Skeletal Lord [4th-217] and Sword of the High King [PO-5] are
combat cards is sure to include this one, and when coupled good examples. This card can be countered with cards such
with any number of the other unarmed combat cards for as Evade [DR-98] or Block [RR-99].
dragons, can severely restrict the opponents. However, if the
opponent is playing the theme without using these cards, this Breath Weapon III
card is merly a +5. This card can be countered with cards such #96 of 100
as Evade [DR-98] or Block [RR-99]. Unarmed Combat Card
+8
Bite Usable only by dragon champions. Discards an opposing
#93 of 100 champion of base level 5 or less or any two opposing allies.
Unarmed Combat Card (Off/4)
+6
Usable only by dragons. Victims of this maneuver must discard This +8 unarmed combat card is a more powerful version of
an attached magical item or discard the first one they play if Breath Weapon II [DR-95]. It also can force the opponent to
they have none attached. (Off/4) discard a champion or ally. Breath Weapon III is more powerful
in that you can choose to discard a champion of base level 5
This +6 unarmed combat card can only be played by or less. If you opt to not discard the champion, or it is too high
champions designated as dragons. This card causes the a level, you can force any two opposing allies to be discarded,
opposing champion to discard one attached magic item, or if regardless of their level. The allies to be discarded are your
he has none, discard the first one attached. If the affected choice, but this card will not affect allies that have a special
champion has more than one attached magic item, he gets to power that prevents their removal from combat, like the Faerie
choose which one he has to discard. This card can be used to Dragon [DR-83]. Even without this power, the +8 bonus makes
get rid of those nasty magic items, like Bell of Might [FR-c18] this card worthwhile. Cards that reduce an opponent's base
or Net of Entrapment [4th-169]. As long as Bite is played level are good combination choices with Breath Weapon III.
before any other magic items are added to a champion, you Another card that works very well with this card is Time of
can be assured which one will be discarded. To be able to get Troubles [FR-99], because then only level 6 champions would
to the champion with the magic item you're after, attack with a not be affected by this Breath Weapon. This card can be
dragon like Stryck [1st-c17] who can choose her opponent countered with cards such as Evade [DR-98] or Block [RR-99]
from the pool. If Stryck has a lower level then her chosen (though the though of picturing a block of a Breath Weapon is
opponent, you can play Bite before your opponent can do a funny sight).

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Swallow Whole The Battle Must Go On!
#97 of 100 #100 of 100
Unarmed Combat Card Rule Card
Usable only by dragon champions. Play once a dragon's total Played at the beginning of the player's turn, this card is not
level exceeds 24 to swallow (discard) the opposing champion discarded. It affects all players and remains in effect until the
and automatically win the round of battle. (Off/4) end of the game. It is immune to spells and events. A player
must have six unrazed realms at the start of his turn in order to
This unarmed combat card can only be used under very win. Further, any player who runs out of cards must shuffle his
specific circumstances, but if you can satisfy the requirements, discard pile and use that as his new draw pile.
you get results. This card can only be used by dragon
champions, and that champion has to have an adjusted level Rule cards must be played before cards are drawn at the
of at least 25 (exceeding level 24). Once this has happened, beginning of a player's turn, or as spoils of victory. This rule
Swallow Whole can be played, and unless it is immediately card has two separate powers, but one of them is now
countered, the opponent is discarded. This card works very repetitive of the current rules, unless you are playing under
much the same as Kevin's Blade of Doom [3rd-206], except some rules variant. Currently, whenever a player runs out of
that this card works against those champions that are immune draw cards, they must re-shuffle their discard pile and use it as
to offensive magic items, while the Blade of Doom does not. a new draw pile, so this rule is not all that impressive. The
This card is great in a deck that also contains Kevin's Blade of other power of The Battle Must Go On! is what really gives it
Doom, and plays well in conjunction with such cards as it's name. In order to win, a player must have six unrazed
Surprise Raid [4th-121], Complete Surprise [NS-25], and Age realms at the beginning of his turn. In other words, he must be
Dragon [TU-55]. When in combat with another dragon able to defend all of his realms through everybody else's turn.
champion, be careful. If that champion gets over 24 first, make This can drastically extend the length of the game, so for those
sure you raise your level just enough to satisfy this cards level of you who just can't get enough out of the play (as opposed to
requirements, without going over your opponent's level. just being the winner), you had better include this rule card in
Otherwise, she will be able to play the next card, and you may all of your decks. To help keep this rule intact, it has immunity
find yourself swallowed whole. This card can be countered with to all spells and events, and remains in effect until the end of
cards such as Evade [DR-98] or Block [RR-99]. the game, even if another rule card is played. This means that
even if this rule card is removed from play it's effects continue
Evade until the game ends, as if it were still in play. When this rule
#98 of 100 card is in play in a 110-card game in which ten realms are
Unarmed Combat Card required to win, the ten-realm victory condition remains, but a
Usable by any champion. Play at any time to cancel the effects player must have ten unrazed realms at the start of his turn to
of an unarmed combat card. (Def) win. A way to circumvent this card's power a little is to play
Menzoberranzan [4th-1] or Caer Allison [FR-3] as your sixth
This should be a standard in many Spellfire decks, especially if realm during your phase 0, thus fulfilling the requirements of
you don't know what type of deck you're going to be going up The Battle Must Go On! without subjecting all six realms to
against. Evade can be used by all champions, and it works to your opponent's attacks. Another way is to play Caravan at the
cancel the effects of any unarmed combat card. This works on end of your turn, which gives you another turn, and if not
both offensive and defensive combat cards, and since it can be canceled, victory.
played at any time, all one needs to use it is have a champion Note the different wording in the first paragraph of this rule
in play anywhere (in combat or in the pool). This fits right in card. Even if this rule card is removed from play, if a new rule
with the other cards used as canceling agents, like Limited card is played or with Wish , Ellorelloran, or Gib Kcir, the
Wish [4th-382], Helm [4th-255], Dispel [4th-400], and Dodge revised victory conditions remain in effect.
[RR-c12]. Although similar in power to Dodge, Evade is not an When this rule card is in play in a 110-card game in which ten
event, and therefore can be played even when cards such as realms are required to win, the ten-realm victory condition
Year of Plenty [AR-98] are in effect. Just like Dispel and Dispel remains, but a player must have ten unrazed realms at the
Magic [4th-370], an Evade can even be used to cancel another start of his turn to win.
Evade; as long as it is played immediately after the first, thus The victory conditions can be met at the beginning of any turn,
allowing the original combat card first evaded to take effect. including turns gained through Caravan or Ancient Kalidnay.

Age of the Dragon T'chaar, Dragon of Flame


#99 of 100 #1 of 25
Rule Card AD&D
Played at the beginning of this player's turn, this card is not Monster
discarded. It affects all players and remains in effect until any 12
other rule card is played. All dragon champions and dragon Flyer. T'chaar thrives on destruction and may use any
allies in play are immune to offensive spells, magical items, offensive card (spells, psionic powers, unarmed combat, blood
and psionic power cards." abilities, etc.). Defensive cards played against T'chaar are
doubled in icon level.
When another rule card is put into play, this card must be
discarded. Rule cards must be played before cards are drawn T'chaar is a dragon and a flyer, and is affected by cards that
at the beginning of a player's turn, or as spoils of victory. This target dragons and flyers. T'chaar is a great champion for
rule card is a good choice for all those dragon theme decks out offensive-themed decks, especially when cards of many types
there. The immunities granted by this card extend to both are used together. Aside from being one of the highest level
champions and allies designated as dragons, but remember non-avatars, T'chaar can use any offensive card, regardless of
that this applies to your opponent's dragons as well, and most type, in or out of combat. This means that he can fill the roles
decks have one or two. These immunities are understood to be of several champion types when you are looking to use certain
offensive spells, offensive magical items, and offensive psionic cards in your deck. However, offensive cards with
power cards, even though it doesn't specify "offensive" in front requirements still must be fullfilled. Therefore, T'chaar still can't
of the last two. This immunity covers cards in battle as well as use the Sword of the High King, since T'chaar is a monster.
the pool. If you don't have all dragon champions, but are able Any card marked (Def) and bearing an icon level is doubled in
to get Dragon's Crown Mountain [4th-39] in play with the level when played against T'chaar in combat. Allies and
Dragon's Crown [DR-15] attached, all of your champions will artifacts are neither offensive nor defensive, and are not
be covered by the Age of the Dragon. doubled; cards that do not have an icon level are also not

Draconomicon - Página 295


affected. Goibhniu's Warhammer [TU-32] is a good choice for
T'chaar, as he is already level 12. Horn of Change [RR-c10] is This champion is a flyer, and is affected by cards that target
also a good choice, as protection against defensive cards with flyers. Dragons cannot oppose Morcanth in battle. If Morcanth
high icon bonuses. defends against a dragon, it returns to its pool, and the battle
T'chaar's power allows him, generally, to use offensive cards. may not continue with a new champion (since the attacker was
However, specific requirements of the card must still be met. defeated, however, no spoils may be drawn). If Morcanth is
For example, the magical item Sword of the High King cannot attacking, a dragon champion cannot be brought out in
be used by monsters, so T'chaar cannot use this card. defense unless they are immune to Morcanth's special power.
Morcanth can also use any dragon champion as an ally. That
Lair Raid champion is now vulnerable to all cards that target allies. If
#2 of 25 Morcanth is defeated (not necessarily discarded), the dragon
Event champion is discarded. This is a good way to remove powerful
Until the end of this player's next turn, all dragons are halved in dragon champions. A good card to use with Morcanth is
level when in combat with nondragon champions. While this Winged Boots [AR-20]; if Morcanth is defeated by a non-flyer,
event is in play, all dragons lose their special powers. she returns to her pool, while any dragon champion she has
(Harmful) used as an ally is still discarded. Scimitar of Speed [4th-205] is
This event is useful if your opponent uses several dragons in also useful in this regard.
their deck. It is especially useful when playing against If a dragon attacks and Morcanth defends, the attacking
champions like T'chaar [DR-c1], Lareth [DR-31], and the dragon returns to its pool and the battle is over. since the
dragon avatars. The best time to play this event is during your attacker was not discarded, no Spoils of Victory is drawn.
own turn for maximum effect. The adjusted level of all dragons,
including your own, are halved while in combat with nondragon Cron the Black
champions. Note that the halving does not affect champions in #5 of 25
the pool nor dragons fighting other dragons. The more useful Greyhawk
part of this event is in the removal of special powers of Monster
dragons. For instance, the Celestial Emperor [DR-43] would 10
not be able to choose opponents for that player's dragons or Dragon; flyer; swimmer. During combat, Cron's powerful acid
be immune to champion and ally powers until the end of your breath can destroy any single attachment of an opposing
next turn. A useful combination with this event is the rule card champion.
The Event Wheel [4th-497], which can keep it in play until two
further events that remain in play are played. This champion is a dragon, flyer, and swimmer, and is affected
by cards that target those qualities. Cron is a powerful
I only ever pulled one lair raid, it is a risky business. But once champion in combat, able to destroy any one card attached to
we made off with the goods I almost felt sorry for the wyrm. an opposing champion. This power does not have to be used
The poor beast was so distraught over it's missing horde that at the beginning of combat; it can be used on any card
he just laid there and cried, go figure! subsequently played if the power has not yet been used. This
- Athena Fernwood, Halfling mercenary annd collector of many is a great champion to use when your opponent likes
fine baubles. defending with instant victory attachments, like Blamblower
[DL-56]. However, it doesn't help in defense, since those
Boreas attachments can activate first. Cron's high level (10) and ability
#3 of 25 to fly and swim make him a great choice for an attacking deck.
AD&D Some good cards to play with Cron are Undead Dragonrider
Monster [DR-81], Loup-Garou [4th-236], and Ki-Rin [4th-248].
8
Dragon; flyer. Boreas can cast wizard spells. He can charm Draconic Allies
opposing champions, forcing them to give him an attached #6 of 25
item (this player's choice). At the end of the battle, the Event
attachement is shuffled into the owning player's draw pile. Until the end of this player's turn, his champions may attack
This champion is a dragon and flyer, and is affected by cards any realm, regardless of restrictions. These champions attack
that target dragons and flyers. Boreas is a good combat with surprise, preventing the opposing player from playing
champion. Once per round of combat that he is involved in, he cards other than allies in the battle. (Harmful)
may force the opposing champion to give him an attached card
(not just magic items, as it says attachment later in the power). This event is good for decks with powerful attacking
The choice need not be immediate, if so desired. If the champions that have no special movement abilities, like the
attachment is usable by Boreas, it adds to his current total. If Living Wall [PO-58]. The champion may attack any realm
the attachment that Boreas chooses is not usable, such as an regardless of restrictions. Allies must still be able to fulfill any
artifact from another world, it is set aside and shuffled back restrictions. The second part of this event is even more useful,
into the owning player's draw pile at the end of the battle. preventing an opposing champion from playing any cards other
Good cards to use with Boreas are the Loup-Garou [RL-79] than allies during battle. Cards already attached to the
and Ki-Rin [4th-248], which force the opponent to play a card, opposing champion function normally. This also is interesting,
which Boreas can then steal if he has not yet used his power. since the opponent can play no counter cards during this time,
If Boreas does not use his power immediately, and an instant- as it restricts the player from playing those cards into the battle
defeat card is played (such as the Loup-Garou), he may steal (not just the opposing champion). A good item to use when this
the card before its powers are activated, forcing his opponent event is in play is Net of Entrapment [3rd-217], so that no
into that position instead. cards may be played by the opposing champion during
combat, or Loup-Garou [RV-79], which leads to instant victory
Morcanth Dragontamer as the opponent can't play magic items.
#4 of 100
Forgotten Realms Lernaean Hydra
Hero #7 of 25
6 AD&D
Flyer. Dragons cannot opose Morcanth in battle. In combat, Monster
she can force any dragon champion to act as her ally, adding ?
its level and special power to her own. If she is defeated, the The Lernaean Hydra has a base level equal to the adjusted
dragon champion allied with her is also discarded. level of the champion opposing it when combat is first entered.

Draconomicon - Página 296


When in the player's pool, it is immune to offensive spells, dragons, it assures a player that champions will be available.
psionic power cards and harmful events. Do not attack with this champion; he is there only to revive
your lost dragons. This champion can quickly become a target,
This is an unusual champion, and very useful in defense and has no inherent immunities; so provide him with
against opponents who use artifacts and magic items. The protection, like the Orb of Power [4th-170] or Pearl Pegasus
base level of the Hydra in combat is the adjusted level of its [DU-70]. The Dragon Cultist can retrieve both dragon
opponent when first put into the battle. This means that a champions and dragon allies, which makes this card a
defending Lernaean Hydra will never play the first card into cornerstone of most dragon decks. His power is always used
battle. While in the pool, the Hydra has no level, which is not during phase 5, after all attacking is done, due to the restriction
the same as a level of zero (though it is counted as such for based on his attacking. Orb of Green Dragonkind [3rd-424] is a
deck creation). Cards that rely on affecting champions of a good card to add to a dragon deck using the Cultist, thus
certain level do not affect this champion if it is not in combat doubling your recycling power.
with another champion, as it has no level to compare to the The Dragon Cultist's power is used in phase 5.
effect. For instance, the Spiderfell [BR-3] would force the The Dragon Cultist can retrieve both dragon champions and
player using the Hydra to discard a card, but since there is no dragon allies, which makes this card a cornerstone of most
opposing champion yet to provide a level, the Hydra is not dragon decks. Orb of Green Dragonkind (424/4th) is a good
discarded by the realm. The Hydra's immunities only take card to add to a dragon deck using the Cultist, thus doubling
effect while in the pool, so it makes an excellent champion to your recycling power.
attach potent magic items or artifacts to that shouldn't go into Per Jim Butler, the Spellfire Oracle, the Dragon Cultist is
combat, like the Bag of Holding [AR-28], or the Throne of the considered a dragon, because it has "dragon" in the name.
Mountain God [4th-510]. The Lernean Hydra is not immune to
cards while in combat, so cards like the Orb of Power [4th-170] Playing to Lose
are useful to make the Hydra a powerful champion in combat. #10 of 25
If the Hydra goes into combat, gets a level, and then can't act Rule Card
(ala Time of Troubles [FR-99]), then the Hydra returns to his Played at the beginning of the player's turn, this card is not
pool and another champion must be chosen. discarded. It affects all players and remains in effect until any
If the Hydra enters a battle, has its base level determined, and other rule card is played. During phase 2, a player can opt to
for some reason (such as Time of Troubles being in play) raze one of his own realms, in addition to playing a realm or
cannot be in battle due to its level, the Hydra returns to its holding. While this rule is in effect, the first player to have six
pool. Another champion may be selected for the battle. razed realms in his formation for one full turn wins, instead of
the normal winning conditions. Players may attack razed
Dragon Hatchling realms in another player's formation to discard them, if
#8 of 100 successful.
AD&D
Monster This is a sneaky card to play in a game. It is also a card to
2 build deck strategy around; don't include this card unless you
Dragon champions will not fight against the Dragon Hatchling. plan your deck around it. In phase 2, a player may raze one of
If defeated in battle, the discard piles of all players are shuffled his own realms. They may also play a realm or holding; note
back into their draw piles. that the rule card prevents the playing of one of each. A player
This champion is useful against dragon champions, but it must have six razed realms for one full turn around the table to
should only be included in your deck if you plan to use the win, turns gained by Caravan [4th-131] or Ancient Kalidnay
second part of its special power. This champion is a dragon, [AR-92] do not count for victory purposes, like they do for in
and is affected by cards that target dragons. The Hatchling is a the Barbarian's Rule varient. A razed realm may be discarded
champion that will almost certainly lose any combat with its in the same fashion that unrazed realms may be razed; if a
level of 2, so the use of its special power is virtually assured. It champion attacks and there is no defense, the realm is
shuffles all players' discard piles back into their draw piles, discarded. Realm champions of razed realms cannot defend. A
including the discarded Dragon Hatchling (if he was good card to include in a deck using Playing to Lose is Iuz, the
discarded). If you play in a style that uses cards quickly, or Avatar of Evil [4th-488] as well as any of the realms that can
uses cards such as allies that are one use only, this card is be raised to activate that realm's special power, such as
useful in the same way as the Myrmidons [3rd-61]. The Ancient Kalidnay or the Scarlet Brotherhood [3rd-135].
Hatchling also provides an easy defense against powerful A player must have six razed realms in his formation for a full
champions. There are many times you will want a low level turn (phase 2 to phase 2) in order to meet the victory
champion to fight combat with. Either to aviod certain level conditions of Playing to Lose.
restrictions, like opposing the Living Wall [PO-58], or to allowe
yourself to be the first to play support cards, like Fight Dirty! Wyvern
[DU-c3], in combat. The Dragon Hatchling fills this description #11 of 25
nicely, especially when considering that there are few dragon AD&D
champions under level 5. Monster
When defeated, the Dragon Hatchling is also reshuffled into 4
the draw pile. Flyer
The Wyvern's poisonous sting is extremely deadly. Each ally
Dragon Cultist played with it reduces the opposing champion by half that
#9 of 25 many levels. (rounded down
Forgotten Realms
Cleric The Wyvern has been bluelined a flyer. It is NOT a dragon.
8 This champion can be useful if the deck includes many allies.
The Dragon Cultist can raise dragons from the dead. Every Each time an ally is played with the Wyvern, the opposing
turn that this champion doesn't attack, his player may return champion loses half as many levels as that ally (rounded
one dragon champion from his discard pile to his hand. down). That means if the Wyvern has Ancient Dracolich [NS-
81] played with it (level 9), then the opposing champion loses 4
This card has been the bane of the Spellfire Mailing List for levels, for a total of 13 levels swung to your side of the battle.
years, because of the old ruling that any champion with the Anything that enhances the allies level as it is played (such as
single word "Dragon" in it's name is a dragon, so this Cultist is the Banner of the Two-Eyed God [4th-163]) also increases the
a dragon for all card effects. This card is a must for any deck amount the opposing champion is reduced in level. The
featuring dragons. By placing this champion in a pool with Wyvern needs ligh level allies to win combat. A useful item for

Draconomicon - Página 297


the Wyvern to have is the Staff of Conjuring [3rd-105], to more You may even attach an AD&D artifact to the Figurine
fully utilize its power. champion.

Wyvern's bear a close resemblance to dragons, but are Perhaps the rarest Figurine of Wondrous Power, The red
actually very different creatures. They lack the devastating dragon figurine will actually transform into a young red dragon.
breath weapon of dragonkind, but do not let this disarm you! The advantages of this are readily apparent and any person in
The poisonous stinger of the Wyvern has sent many possession of one of these rare items is lucky indeed!
adventurers to an early grave.- Raz-goul, alchemist and sage. - Raz-goul the alchemist and sage.

Charm, the Crystal Dragon Sapphire the Blue Dragon


#12 of 25 #15 of 25
AD&D AD&D
Cleric Psionicist
9 6
Flyer. Charm can cast wizard spells and use psionic power Flyer. Sapphire can use wizard spells. At the start of battle, he
cards. If opposed when she attacks, her dazzling breath may breath lightning on the opposing champion, who must
weapon destroys all holdings in that player's formation. discard all attached items or a realm from his player's hand.

Charm is a dragon and flyer, and is affected by cards that Sapphire is a dragon and flyer, and is affected by cards that
target dragons and flyers. Charm is a versatile champion, able target dragons and flyers. At the beginning of combat,
to use wizard and cleric spells, and psionic power cards. This Sapphire can give the opposing champion a choice: discard all
is useful in decks where many types of cards are included, to attached items, or the player must discard a realm from the
help ensure those cards are playable once in your hand. If hand. If the opposing champion does not have any items at the
Charm attacks, and a champion is used to defend, all holdings start of combat his player is then forced to discard a realm
in that formation are destroyed. If no champion defends, the from the hand, and a player who cannot discard a realm from
special power is not used. Charm's user can take advantage of her hand must discard all attached items (artifacts and magic
this by attacking the realm with the annoying holding with items). Sapphire can be a game saving champion if the
Charm. That way, whether or not the realm is defended, the opponent is forced to discard what would have been the
holding can be destroyed, which is a great way to get rid of winning realm. Since Sapphire's power activates at the start of
Mulmaster [1st-33]. battle (before the order of activation), cards that steal magic
items (like Drawmij [4th-276]) can't help deal with Sapphire's
Chimera power. This makes Sapphire a popular champion in any deck
#13 of 25 using dragons. Sapphire is also one of the few AD&D
Ally champions able to use psionic power cards, which again
+9 makes this a popular champion in AD&D based decks that use
Flyer. When played in combat, the Chimera uses its fiery the Highmaster Illithios [DU-c21]. Interestingly, the oft forgotten
breath to blast away one card in the opposing champion's spell Protection from Lightning [3rd-368] will function as a
force (excluding the champion). prevention card for Sapphire's lightning breath.

The Chimera is a flyer, and is affected by cards that target Glimmer the Brass Dragon
flyers. The Chimera is a powerful ally, with a special power #16 of 25
worthy of most champions (in fact, most similar to Cron the AD&D
Black [DR-c5]). When played, the Chimera discards one card Hero
attached to the opposing champion, including cards like 7
unarmed combat cards. Flyer; earthwalker. Glimmer can cast cleric spells. He has a
This ally is a good candidate for use with Giv Hcivonad [NS- large hoard and is constantly adding to it. Whenever he is
c19], to turn into a champion. The Chimera uses its power victorious in battle, his player can return a magical item or
immediately upon being played, and may not be held for later artifact from his discard pile and attach it to Glimmer.
use (meaning it also must be used at the start of the battle if Glimmer is a dragon, flyer, and earthwalker, and is affected by
Chimera is made a champion). It should also be remembered cards that target those qualities. Glimmer may retrieve one
that the Chimera only destroys cards, not support bonuses magic item or artifact from the discard pile each time he is
from other cards (like the allies given by the Triumverate victorious in battle (this does not require spoils to be drawn.
realms). The Chimera is a great addition to any attacking deck. These items must be attached to Glimmer. Artifacts must still
Some other allies that have similar powers are the Ancient be attached legally. The Ego Coin [2nd-419] is a good choice
Dracolich [NS-81] and the Brine Dragon [4th-237]. for Glimmer, to allow him to retrieve artifacts from any world
and attachment, as well as the Wand of Orcus [4th-456], since
Red Dragon Figurine Glimmer is AD&D and this would help him win the battle.
#14 of 25 Another great combo for Glimmer is the Blamblower [DL-56].
Magic Item At the start of battle, you blow up the Blamblower (discarding
+5 and defeating the opponent unless he started the battle with a
This magical item can be attached to a champion to add 5 +6 or greater ally in battle), then retrieve it with Glimmer's
levels or may be played as a level 5 monster (dragon) power. This would be especially nasty with Dragon Raid! [DR-
champion. (Def) 20] in play. Since Glimmer's power activates after winning a
battle, there must be a battle, i.e. if Glimmer is unopposed
This is a useful magical item. If you receive a bad draw, and when he attacks, his power does not activate. Glimmer can be
are short on champions, this magic item can serve as a a good addition to a recycling theme deck. Other cards that
substitute. It is similar to the powers of the Obsidian Man of have similar powers would be Halcyon [1st-c16] and Remnis
Urik [AR-14]. Note, however, that once this magic item is [4th-481].
attached to a champion, it cannot be used as a champion
itself. Since most dragons are very high in level many dragon Treasure Horde
decks have fewer champions then you might like, the Figurine #17 of 25
gives you an extra dragon champion (though the champion Event
cannot fly). When played as a champion the Red Dragon Rumors of a great treasure lure dragons from their lairs.
Figurine is considered an AD&D monster and dragon for all Dragon champions in play are sent to Limbo and cannot return
cards that effect AD&D champions, monsters, and dragons.

Draconomicon - Página 298


until their owner discards one magical item for each champion. any offensive card would not be affected; however, the
(Harmful) champion would be immune to any effect of those cards
played with this power. To turn a Dark Sun hero into a real
This is a very effective way to remove dragon champions from dragonslayer, give him Wyrmblight and the Heartwood Spear
the game, at least temporarily. It affects all dragons in play, (318/3rd), which kills dragons and monsters. Most of the time,
including your own, so this event is best played in decks a card better used would be Dragonsbane [PO-6], which
without dragon champions. One magical item must be instantly kills dragons, and has a higher bonus against non-
discarded for each champion in Limbo to return them from dragons.
play. Magical items discarded for other reasons, such as for
Bag of Holding [AR-28] do not count towards this requirement, Wyrms' Conclaive
but the magic items can be discarded at any time for the #21 of 25
champion to return. If you know one of your opponents is Event
playing a dragon deck this card is an easy choice for you own Until the end of this player's next turn, no dragon champions or
deck. However, if you do not know ahead of time what your allies may be involved in combat. (Harmful)
opponents are playing it is probably better to pass on this card This event is of some use against decks with several dragon
in favor of one with a broader scope, such as Treasure [4th- champions. It is also effective against dragon allies. Dragon
130]. If you do decide to play with Treasure Hoard, a good champions cannot be put forward to attack or defend until the
card to play with it would be Throne of the Mountain God [4th- end of this player's next turn; this affects all players, even the
510] to put your opponent's dragons in the Abyss. event player. The limited nature of this event makes it a poor
choice for your deck if you don't know ahead of time that your
Dragon's Bones opponent will be playing dragons. Some more useful events
#18 of 25 with similar powers are Apple of his Eye [FR-c12] and Fool's
Magic Item Paradise [DU-7].
+4
The attached champion can discard this item at any time to Dragon's Breath
end a battle involving a dragon champion. The combat ends #22 of 25
without a victor. (Off) Rule Card
Played at the beginning of this player's turn, this card is not
This magic item is best attached to a dragon champion, to discarded. It affects all players and remains in effect until any
ensure that its special power can be used. Combat is ended, other rule card is played. Only dragon champions may attack.
and both champions return to their pools. The entire combat is
over; the attacker cannot continue with a new champion. The This is a must-have card for any deck featuring dragons. This
Bones do not have to be in the battle to be used. Since the card hinders all other types of champions, and is great
power affects both champions in battle, if only one is immune, protection from champions such as Gib Aklem [NS-c23] and
then the battle must continue. This is because champions the Living Wall [PO-58]. This does not prevent opponents from
cannot voluntarily be affected by something to which they are defending with such champions, only from attacking with them.
normally immune. If only one champion were effected, the You may also wish to include in your deck a couple of ways to
power would be incorrect ("combat ends without a victor"), thus discard Dragon's Breath. This rule card will tend to protect the
it is simply not effective. person currently winning the game by stopping opponents
other than yourself from attacking and razing the leaders
Dragon Skirmish realms, and if you are not the leader this can be bad. It will
#19 of 25 usually halt most attacks against you, which may not be
Event beneficial if you use avenging allies or other cards that punish
A power struggle among dragonkind leads to a brutal war. In attacking champions. With a well thought out strategy Dragon's
one pool chosen by this player, all dragon champions - except Breath can lock up many games for a dragon deck player. It
for the one with the highest level - are discarded. (Harmful) has even been known to be used by non-combat decks just to
prevent players from attacking.
This event is of very limited use against any deck except one
that plays with many dragon champions. There are many Ancient Draconic Magic
events and other cards that can remove a champion from a #23 of 25
pool, such as Slave Revolt [4th-126], which would also be able Rule Card
to kill the highest level dragon. This event would only be more Played at the beginning of this player's turn, this card is not
effective if there were three or more dragons in a pool, and in discarded. It affects all players and remains in effect until any
that case, you don't get to choose which dragon dies. The other rule card is played. Spells cast by dragon champions
dragon with the highest adjusted level in the pool on which this cannot be dispelled.
event is played remains. If any dragons are immune to events, As a rule card, this card is played during phase 0 of your turn.
they also remain after the event. Spells cast by any dragon champion, including those of other
players, cannot be dispelled. Spell Turning [4th-379], Retarget
Wyrmblight [4th-389], and similar cards continue to work as normal. This
#20 of 25 card is useful if you play with a high number of spellcasting
Magic Item dragons. Star Gem of Martek: Clear Crystal [RR-77] is more
+5 useful in other situations, since any champion may use it, and
Sword; may only be attached to nondragon heroes. The you only need one spellcaster. If you do play with spells and
attached champion is immune to the special powers of all dragons this rule card is a must. Since Spellturning only works
dragons and the special powers of any cards attached to them. on offensive spells any defensive spells you use will nearly
(Def) always work. This can be a huge benefit if playing against a
This magic item is useful against dragon champions, but is spell loving opponent, as you can dispel his spells and he can't
restrictive in its use. Only heroes who are not dragons may use dispel your dispels, a common occurrence with spell heavy
Wyrmblight. The hero using Wyrmblight is immune to the decks against one another.
special powers of all dragons and the cards attached to them,
even if not in combat. For instance, Wand of Telekinesis [DL- Underground Lair
63] would not work against Wyrmblight if held by a dragon. #24 of 25
Wyrmblight does not cancel out the dragon's powers, nor does AD&D
it affect those parts of a dragon's power that does not affect
this champion. For instance, T'chaar's [DR-c1] ability to use

Draconomicon - Página 299


Realm Only cards playable in combat by the defending dragon can be
Cannot be attacked by flyers or swimmers. Defending dragons taken from the discard pile and played.
can take any one card from their discard pile and play it
immediately. Dragon's Scale
#25 of 25
This is a very good realm, especially if it is not in the front rank, Magic Item
as only earthwalkers and those who bypass restrictions would The attached champion is immune to both offensive wizard
then be able to attack this realm. Defending dragons can play spells and offensive unarmed combat cards - though only if
any one card from their discard pile that can be legally played played by dragon champions. (Def)
by that champion. For instance, a realm cannot be played; nor
can an artifact from a different world. Decks with many allies This magic item is of limited use. Its protection seems useful,
and magic items benefit the most from this realm's power. To but it only works against those offensive wizard spells and
clarify, the card taken by the defending dragon needs to be a unarmed combat cards played by dragon champions. Orb of
card normally playable by the defending champion. If a non- Power [4th-170] is more useful as an item of protection. The
dragon champion defends the Underground Lair, then the one useful part of this item is that there are few protections
Lair's card retrieving power does not activate. Any card against unarmed combat cards. It may be useful against decks
retrieved by a defending dragon is played immediately; the with many dragons, or just a few with nasty dragon unarmed
retrieved card is not placed into the hand. This is somewhat combat cards.
similar to the phase breaking power of a spoils of victory. You
may retrieve an ally and play it if you are already winning the Dragon scales are one of the few substances that can
battle. Depending on what is in your discard pile at the time, withstand the devastating breath or claw of a dragon. Many
this realm can break an opponent. Therefore, this realm is a dragons are also a bit squeamish when confronted with armor
wise pick in any dragon theme deck. or shields constructed of the skin of their kind. Wouldn't you
be? - Raz-goul the alchemist and sage.

Draconomicon - Página 300


Night Stalkers
Inventory Name Type Level World Blueline
1 The Vast Swamp Realm 9 GH
2 The Bandit Kingdoms Realm GH
3 Mintarn Realm FR Coast
4 Nelanther Realm FR Coast
5 Falkovnia Realm RL
6 Richemulot Realm 7 RL
7 Cromlin Realm DS
8 UnderCerilia Realm BR
9 The Vampire’s Realm Realm BR
10 Thieves' Guild Holding GH
11 Haunted Graveyard Holding 6 RL
12 Guild Shop Holding GH
13 Forgotten Crypt Holding FR
14 Assassin’s Guild Holding GH
15 The Pristine Tower Holding DS
16 Guistenal Ruins Holding DS
17 Hellgate Keep Holding FR
18 Cavern of Ancient Knowledge Holding AD&D
19 Paying Your Dues Event
20 Moonlight Madness Event
21 The Boss Wants a Cut Event
22 Dawn of the Dead Event
23 The Long Arm of the Law Event
24 Wail of the Banshee Event
25 Complete Surprise Event
26 Black Death, The Event
27 Three Card Monte Event
28 The Guildmaster Thief 10 GH
29 Artemis Entreri Thief 8 FR
30 Daryth of Calimshan Thief 3 FR
31 Storm Silverhand Thief 9 FR
32 Jacqueline Renier Thief 7 RL
33 Ratik Ubel Thief 5 RL
34 Julio, Master Thief of Haslic Thief 2 RL
35 Turin Deathstalker Thief 8 GH
36 Simpkin The Weasel Furzear Thief 7 GH
37 Phostrek Thief 4 DS
38 Jamlin Thief 5 DS
39 Donval Thief 8 DS
40 El-Hadid Thief 4 BR
41 Kelda Auslawsen Thief 3 BR
42 Moriad Thief 3 BR

Night Stalkers - Página 301


43 Uldo Dracobane Thief 7 AD&D
44 Orcus Monster ? AD&D
45 Mask Thief 17 FR
46 Dancing Sword Magic Item 7
47 Rod of Zombie Mastery Magic Item 3
48 Whip of Disarming Magic Item 3
49 Gauntlets of Dexterity Magic Item 3
50 Wand of Bone Magic Item 4
51 Book of the Dead Artifact 4 GH
52 Heart of Darkness Artifact 5 AD&D
53 Trumpet of Doom Artifact GH
54 Herald of Mei Lung Artifact FR
55 Back Stab Thief Skill
56 Pick Pockets Thief Skill 2
57 Move Silently Thief Skill 2
58 Set Traps Thief Skill
59 Hide in Shadows Thief Skill
60 Climb Walls Thief Skill 4
61 Detect Noise Thief Skill 2
62 Read Languages Thief Skill 2
63 Use Poison Thief Skill 3
64 Concealed Weapon Thief Skill 4
65 Werebear Monster 9 AD&D
66 Crawling Claws Monster 1 FR
67 Nemon Hotep Cleric 12 RL
68 Shera the Wise Wizard 6 RL
69 Winslow the Lich Wizard 9 GH
70 Caller in Darkness Psionicist 12 DS
71 The Vampire Regent 8 BR
72 Wereshark Monster 6 DL
73 Negative Planar Energy Rule Card
74 A Sure Thing Rule Card
75 Kaisharga Ally 6
76 Guild Master Ally 5
77 Raaig Ally 4
78 Cat Burglar Ally 3
79 Zombie Horde Ally 5
80 Beggar Ally 3
81 Ancient Dracolich Ally 9
82 Loric the Fence Ally 2
83 Bigby’s Dexterous Digits Wizard Spell 3
84 Guardian Mist Wizard Spell
85 Alarm Wizard Spell 2 Special (see text)
86 Corruption of the Flesh Wizard Spell 4
87 Power of Faith Cleric Spell 3
88 Find Traps Cleric Spell
89 Blessed Abundance Cleric Spell (Def/3/4)
90 Monster Mount Cleric Spell
91 Aging Unarmed Combat Card 4
92 Cause Despair Unarmed Combat Card 2

Night Stalkers - Página 302


93 Cause Fear Unarmed Combat Card 3
94 Cause Paralysis Unarmed Combat Card 1
95 Constitution Drain Unarmed Combat Card 2
96 Strength Drain Unarmed Combat Card 3
97 Level Drain Unarmed Combat Card 5
98 Magic Resistance Unarmed Combat Card 2
99 Rapid Regeneration Unarmed Combat Card 4
100 Cause Disease Unarmed Combat Card 6

CHASE CARDS

# Name Type Level World Blueline


1 Good Truimphs in the End Rule Card
2 Crime Does Not Pay Rule Card
3 Busted Event
4 Confused Hunchback Event
5 Dark Prophesy Event
6 Dark Dreams Event
7 Celestial Lights Event
8 Mirror of Corruption Artifact AD&D
9 Amulet of Undead Aura Magic Item
10 Arcane Formula for a Lich Magic Item 5
11 Bag of Beans Magic Item
12 Shadowcloak Magic Item 5
13 Pavlov’s Bell Magic Item
14 Ring of Lycanthropy Magic Item 4
15 Zombie Hero 2 AD&D
16 Varney the Vampire Wizard 7 RL
17 Moonbeast Monster 8 AD&D
18 Gib Lhadsemlo Monster 10 RL
19 Gib Hcivonad Hero 6 AD&D
20 Gib Reltub Thief 8 FR
21 Gib Irod Wizard 13 GH
22 Gib Drawsemaj Cleric 20 DL
23 Gib Aklem Psionicist 9 DS
24 Den of Thieves Realm AD&D
25 Mad Scientist’s Laboratory Realm RL

Spellfire Booster set #11. There are 100 cards and 25 chase cards in this set. Named for the theme of the set, Night Stalkers
will fill your decks with creatures out of nightmares. Here you will find that evil is good.

Night Stalkers introduced a new champion type, the thief, and support cards to go with it, thief skills. The affect of these new
cards is still being felt today as new combos and strategies using these cards are appearing with greater and greater frequency at
tournaments around the world.

The 25 chase cards in this set are considered among the very best as a group, rivaling the power of the Forgotten Realms
and Artifacts chase cards. Many of the very best chase feature the Spellfire design team in their alter egos.

As one of the most sought after sets in Spellfire to date, Night Stalkers also features many powerful cards aimed at juicing up
Undead Decks, by adding new allies and many unarmed combat cards useable only by undead. Players armed these cards have made
Undead Theme decks a force to be reckoned with in pick-up games and lifted Ravenloft to contention in World War Tournaments.

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The Vast Swamp powers such as the Coral Kingdom (10/4th), which restricts
1/NS attackers to only swimmers.
Realm The second power is much more conditional and powerful
GH when those conditions are met. Whenever this player’s thieves
Can defend itself as a level nine undead wizard. Nonflying are discarded outside of combat they go to Limbo instead. This
attackers are at half their adjusted level (rounded down). includes being sent to the Discard Pile, Abyss or Void. As you
can see this card is a must for any Thief Theme deck.
The realm champion of The Vast Swamp is both undead and a This power does not save a thief you discard yourself to
wizard and subject to cards that affect those types of activate another card’s power, such as Runes of the Future
champions in combat. (13/RR chase). Since the payment to activate cards like Runes
The second power of this realm makes this a great realm to of the Future has to be paid to use them. A good rule of thumb
have out front where nonflying champions can attack it. This here is if you are the one discarding your own thieves, then
power remains in affect for the entire combat, so cards they may be discarded outside of combat.
attached to the nonflying attacker after a battle has begun are
also cut in half. The exception is if the opposing champion Nelanther
were to attach flying allies, which are not affected by the 4/NS
Swamp’s power. Realm
This realm is a great addition to an undead theme deck. The FR
level 9 undead wizard is powerful in both level and casting Coastline
ability, about the only thing you can’t do is attach magic items Can only be attacked by flyers and swimmers. Nelanther has a
and artifacts to the realm champion. powerful pirate navy. All champions and allies attacking any
A great card to play with The Vast Swamp is the rule card realm by swimming must discard a magical item from their
Negative Planar Energy (73/NS). This combo gives the realm hand or pool or return to their pool immediately.
champion an almost instant win ability and any opposing
champions not defeated instantly are further reduced if they do A magic item must be discarded for every champion and ally
not fly. Also, any deck based on the Dungeon card Spells from who uses the swimming ability to attack a realm in this player’s
the Grave (19/DU) is a ready fit for the Vast Swamp. formation. If a swimmer attacks a realm without swimming (i.e.
You might see The Vast Swamp in quite a few World War and front rank) then the bribe need not be paid.
Theme decks, but it will appear infrequently in standard If the attacker cannot pay the Nelanther pirate navy it’s bribe,
tournament decks. This realm’s power is combat only and the attacking champion returns to his pool. Combat can
lacks the all purpose powers found in realms such as Tyr continue with a different champion, but he must reach the
(28/4th) and Menzo (1/4th). defending realm by some means other then swimming or also
The adjustment applies to a champion's adjusted level. pay the bribe.
Attached cards, even if played after the attack begins, are The attacking player chooses which magical item, if any, to
halved. discard in order to attack.
Nelanther is a good realm to use if many of your realms can
The Bandit Kingdoms only be attacked by swimmers. Swimming, however, is the
2/NS least used movement ability and you may find that
Realm Nelandther’s special power is used infrequently. With
GH popularity of Song of the Dragonlance (22/DU), which makes
Thieves defending this realm gain 2 levels for every attached all of a player’s champions swimmers, Nelanther might see
card. more use.
Another point in Nelanther’s favor is that only flyers and
This realm’s use is very specific. It works well in a Thief Theme swimmers can attack. This restriction applies to both
deck and is virtually powerless anywhere else. champions and allies, giving you the chance to use it’s special
Defending Thieves gain 2 levels for each card attached to power in defense of itself.
them. This would include allies, magic items and artifacts as Nelanther's power takes effect whenever any realm in play is
well as many spells, thief skills, blood abilities and psionic attacked by swimming. This means that the attackers
power cards. If a card used by the defending thief is not (champions and allies) are swimmers and need their swimming
attached, such as Death Spell (377/4th), the defender does not ability to reach the realm being attacked. Swimmers may
gain 2 levels. attack unprotected realms without triggering Nelanther's
special power.
The names of the lords of The Bandit Kingdoms change as The wording of the card indicates Nelanther's power affects all
often as the borders separating them. The lords fight almost champions, including champions and allies belonging to the
ceaselessly over their ill gotten booty. I say almost, they are player with Nelanther in his formation.
quick to band together against any organized invasion and The required magical item may be discarded by the attacking
fight as one when needed. – Flynn, Cleric of St. Cuthbert and champion, since he is the pool prior to combat.
sage of Furundy.
Falkovnia
Mintarn 5/NS
3/NS Realm
Realm RV
FR Because of the poisonous nature of this realm, if Falkovnia is
Coastline razed, all the champions who attacked it that turn must be
Can only be attacked by flyers or swimmers. Whenever a thief discarded.
in this player’s pool to be discarded outside of combat, it
instead goes to Limbo, returning at the end of this player’s next Falkovnia is a great realm to have in the front rank. The power
turn. of this realm will often discourage an opposing player from
attacking, especially knowing that he will need multiple
Mintarn has 2 great powers if you are playing a Thief deck. If champions to raze the realm.
you are not playing with many Thieves you will most likely pass If an attacker does indeed raze the realm, all of the attacking
this realm over. player’s champions who participated in the combat are placed
The first power is more general in nature, restricting attackers in the discard pile when the realm is razed. If one or more of
to only flyers and swimmers. If you are not playing with many the attacking champions are already in the Discard Pile, Abyss
thieves you may want to look elsewhere for realms with similar or Void when Falkovnia is razed, they will remain there.

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This realm is a great edition to a Revenge Theme deck as well in the front rank of it’s formation. This realm also lifts
as a Ravenloft World deck. Some other revenge cards you restrictions concerning movement ability, such as Mur-Kilad’s
might consider in a deck with Falkovnia are Assassins (8/BR) restriction against flyers and swimmers.
(221/4th), Lyr of the Mists (23/PO) and Iuz, the Evil (167/3rd). UnderCerilia does not lift restrictions against the type of
Since you plan to lose the combat anyway, the damage champion that may attack. Awnsheghlien still would not be
inflicted on your opponent will leave him with a hollow victory able to attack Tower of the Sword Mage (11/BR), even with
indeed. UnderCerilia in play. Revogado pela Cúpula BSW 2011
This realm is a great addition to the other Underdark realms
Richemulot that have similar powers, giving the player many choices to
6/NS attack. UnderCerilia is considered both Birthright and
Realm Underdark for world decks built using either world.
RV In an attacking deck you can do much worse then the Under-
Can defend itself as a level 7 werebeast (monster) that can realms. In this type of deck you may also wish to include
use thief skills. Nature’s Throne (461/4th), which has a power similar to the
Under-realms. This gives you the ability to attack again just
Richemulot’s realm champion is considered a monster for about anywhere you choose, and causes your opponents
cards that affect monsters and is also a werebeast for cards numerous headaches.
that affect werebeasts and shapeshifters. The realm champion
can use thief skills, but is not an actual thief for cards that Cúpula BSW 2011: Deve ser considerada restrição de reino
target thief champions. qualquer poder especial que dificulte o ataque, sem distinção
This realm is a good fit for decks themed around Ravenloft, entre restrições de movimento (voador, nadador e cavador),
werebeasts or thieves. Richemulot is also a good choice for de classe (mago, clérigo, herói, etc.), de raça (gigantes,
the famous “championless” deck. The level 7 realm champion mortos-vivos. etc.) ou qualquer outra.
is moderately high and with the ability to use thief skills in
combat gives the player a greater choice when defending. The Vampire’s Realm
This realm is a poorer choice for standard deck construction as 9/NS
the special power affects only the realm champion, and Realm
therefore only activates when the realm defends itself. If you BR
use this realm make sure to include many allies and some thief This realm is protected by a great swarm of bats that attack all
skills usable in phase 4. An interesting card to play with nonearthwalking champions, reducing their adjusted levels by
Richemulot is the thief skill Intimidation (89/DU) which may half (rounded down).
allow you to attach magical items and artifacts to the realm
champion, or even spells. When a champion without the earthwalking ability attacks The
Vampire’s Realm his adjusted level is reduced by half. This
Cromlin includes cards played after the battle has begun, including
7/NS allies played that have the earthwalking ability. This realms
Realm power target the champion, who must be the one with the
DS earthwalking ablity.
While Cromlin is in play, this player may freely exchange items This is a good realm to have in the front rank of your formation,
and artifacts between the champions in his pool and his hand since few champions have the earthwalking ability.
in phase 3. This realms somewhat limited power makes it a tough choice
for most decks, even Birthright World decks. If you can cause
Cromlin is one of the most useful realms in Spellfire. In phase your opponent to attack this realm via Dimension Door
3 the player is free to rearrange all of the magical items and (100/PO) or similarly powered card, this realm becomes more
artifacts in his pool, attaching them to different champions or useful. Even then there are better defensive realms to choose
returning them to his hand for use later. However, Artifacts can from.
still only be attached to champions of the same world and any
other resrtictions still apply. i.e. Shan the Karate Master still Thieves’ Guild
may not use magical items or artifacts, even if you have 10/NS
Cromlin in play. Holding
Any deck that uses magical items and artifacts is a great GH
choice to use Cromlin in. Tasslehoff Burrfoot (39/DL) is a solid Draw a card whenever a thief skill card is played.
combo with Cromlin, using Tas’s power to retrieve magical
items from the discard pile and then attaching them to any This card is a virtual cornerstone of the Thief theme deck.
champion in your pool with Cromlin. Runes of the Future When any player plays a thief skill card, this player draws a
(13/RR chase) added to the above combo gives you great card and adds it to his hand. Thieves’ Quild is a Greyhawk
draw deck manipulation. holding and must be attached to a Greyhawk realm, or a realm
Quill Pen of the Planes (8/PO chase) works well with Cromlin that allows any holding to be attached.
also. Once you have used the Quill’s power bring it back to An actual thief skill card must be played to activate the Special
your hand with Cromlin and play it anew, resetting the Quill’s power of Thieves’ Guild. Thief champion abilities and other
power for another turn. Once the Quill (or any magic item or cards that act like thief skill cards will not activate the power of
artifact) is brought to the hand Cromlin’s power has been used this holding.
and the Quill may not be returned to the hand again until your Thieves’ Guild works well in any deck that uses many thief
next phase 3. skills, allowing you to fill you hand with new cards to play while
inflicting terrible damage on your opponent. If you play with this
UnderCerilia holding you should also consider using Hallucinatory Terrain
8/NS (42/FR), which will double your card drawing power.
Realm
BR I was a member of the Guild many years ago in Daggerdale.
Underdark. This realm extends under opponents’ Birthright The skills that were taught there have saved my life and the
realms, allowing them to be attacked by this player’s lives of my companions many times since. – Athenea
champions and allies, regardless of position or restrictions. Firnwood, Halfling Mercenary and collector of many fine
baubles.
This realm allows the player to attack Birthright realms in other
players’ formations, even if the realm you wish to attack is not

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Haunted Graveyard Sometimes battle is ended by a means that leaves no clear
11/NS winner or looser, such as a Wall Spell. In these cases the
Holding attacking champion is still discarded unless he has someway
RV to escape.
Acts as a +6 ally (undead). This ghost is so terrifying that only The Forgotten Crypt is usually best placed on your lead realm,
undead allies may be played to attack the attached realm after since it is the most likely target of attack. This holding becomes
the attacking champion has been sent forward. Items attached even more crueling if you are able to combine it with a realm
before battle function normally. that is restrictive to attackers like Coral Kingdom (10/4th). This
Once a champion has been brought forward to attack the combo leaves your opponent with few attacking champions to
attached realm, only undead allies may be added to that start and can quickly bleed them to the discard pile leaving you
champion. This restriction applies to magical items, artifacts, free from attack on later turns.
spells and any other card that could normally be attached to All in all, the Forgotten Crypt is a good holding for a Forgotten
the attacking champion during the combat. Realms theme deck, but is a weak choice in a standard
Cards attached to the attacking champion before it was tourney deck. If you are using many low level champions as
pushed forward to attack function normally, even if a living ally cannon fodder and have several Forgotten Realms realms in
was somehow attached before combat began. This holding will your deck, you may consider this holding, especially if you are
not prevent the opposing player from using events and spells using a Revenge theme.
cast by champions outside of the combat, such as Wish
(384/4th), Since these cards are not attached to the attacking Assassin’s Guild
champion and happen outside of battle, even though they may 14/NS
affect the combat. Holding
The +6 ghost ally is present for every battle that takes place GH
over the attached realm, meaning that if the attacking player When the Guild is in play, each turn this player may discard a
keeps attacking the +6 ally is there for each attack. Any card champion from his pool, forcing an opposing player to discard
that would discard the ghost ally will function by removing the a champion from pool or hand to the Abyss.
ghost ally and not the Haunted Graveyard card itself (such as
the Living Wall (58/PO), thereby negating the ally for that This is one of the most under-rated cards in Spellfire. Once
round of combat. If the attacking player pushes forward each turn you may send one of your champions from the pool
another champion a new +6 ghost ally will emerge to take part to the discard pile to force one of your opponents to place one
in the defense of the realm. of his champions in the Abyss. You choose which opponent
suffers the affect, but the opponent chooses which champion
Guild Shop to place in the abyss from among those in his hand and pool.
12/NS The opponent must choose a legal target.
Holding The Guild is activated during your phase 3 and your opponent
GH must answer the power immediately.
This player’s thieves can swim or earthwalk as needed. They The Assassin’s Guild really comes into it’s own in 75 and 110
ignore all wall spells. card tourneys. The longer lasting games give the player many
more opportunities to bleed off enemy champions. It also
The Guild Shop allows your thief champions to attack most works very well in Greyhawk theme decks, since the Greyhawk
realms in your opponents’ formations. With many of the thief world has many good low level champions that can be
skill cards being combat orientated this becomes a useful discarded.
ability. When you push your thief champion forward to attack Some cards to play with the Assassin’s Guild are, Gib Kcir
you declare wiether he is earthwalking or swimming if needed. (16/RRch), Mind Killer (56/UD) and Takhisis’s Abyssal
Thieves in your pool are not affected by this ability and cannot Gateway (13/DLch). Follow these Abyss filling cards with a low
be targeted by cards that target swimmers or earthwalkers. level attack and play Bottomless Horror (54/DU) and your
You do not have to declare you are swimming or earthwalking opponent will see many of his dearest champions sent to the
if you could reach the defending by some other means, such Void. This is nearly a theme unto itself.
as the realm being in the front rank. If you decide to play the Assassin’s Guild you may also wish to
When you do attack and declare a movement ability your use a few cards that allow you to return champions from you r
attacking thief becomes subject to cards that affect swimmers discard pile back to your hand or pool, thus lessening the
or earthwalkers, depending on the movement type you heavy payment to activate the Guild. Cards such as Heal
declare. (45/RL), Resurrection (34/FR), or Create Minion (79/DU).
This holding is a good chioce for a thief deck aimed at fighting After the player discards a champion and chooses which
combat, especially if combined with the dungeon card The opponent must discard a champion, the opponent chooses
Guildhall (27/DU) which gives thieves in combat the ability to which champion to discard and whether from hand or pool.
play with your opponents’ cards.
The Pristine Tower
Forgotten Crypt 15/NS
13/NS Holding
Holding DS
FR Champions attacking the attached realm are considered
Any champion attacking this realm is discarded at the end of monsters for each round of combat.
combat, wither he wins or losses. Undead are immune to this
holding. When an attacking champion is pushed forward to attack the
realm with The Pristine Tower attached that champion
Forgotten Crypt causes all attacking champions to be placed in becomes a monster champion. A non-monster champion
the discard pile at the end of the round of battle, even if the looses the ability to play icon related support cards of its
attacker won the round. Undead are unaffected by this power, former type. i.e. Regents can’t use Blood Abilities, Wizards
and battle ends normally. can’t use wizard spells, ect. Monsters are unaffected by this,
Attacking champions that are able to retreat to their pool to being monsters to start with.
escape defeat, such as Erital Kaan-Ipzirel (81/AR), can avoid The Pristine Tower effectively changes the attacking
the power of the Forgotten Crypt by activating their power champions icon to that a monster for the duration of the battle,
before the battle is over. This is possible because the Crypt’s making the champion subject to all cards that target monsters.
power does not activate until the battle is over. The attacker returns to its normal icon type once the round of
battle is ended.

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One of the best cards to use with the Pristine Tower is the Despite the penalty of giving an opponent a possible extra
artifact Heartwood Spear (318/3rd) if you are using a Darksun card draw, this holding works very well in any deck with many
theme. The Pristine Tower works very well with another Dark Forgotten Realms realms.
Sun holding, Black Waters (98/4th). Which would end any
battle at The Pristine Tower before it even began. Cavern of Ancient Knowledge
On the whole, The Pristine Tower can cause many interesting 18/NS
card plays but really doesn’t have the umpf to make the cut in Holding
most tournament decks. This card can be quite fun if you have AD&D
designed your deck around killing monsters, but it won’t win May be attached to any Underdark realm. While the Cavern is
you a lot of games. in play, all offensive spells cast at this player are reflected back
at the casting player. This Holding can be attached at any time
Card Combo (from the Sussman Zone): When Lovely Colleen to reflect a just-cast spell.
is defending a realm with the Pristine Tower attached, the
attacking champion is automatically defeated. You can force Cavern of Ancient Knowledge may be attached to any AD&D
the opponent to attack by sending The Siren to Limbo. realm as well as any Underdark realm. Underdark realms are
those realms from the Underdark booster set and any realm
Giustenal Ruins listed as Underdark either in the text box of the card or in the
16/NS blueline rules.
Holding The Cavern may also be attached at any time to counter a just
DS cast offensive spell that targets the player. This includes spells
This player’s realms cannot be attacked by psionists or that target the owner's formation, pool and hand. But does not
champions able to use psionic power cards. include Rule Cards and support cards outside of the pool or
formation, such as the event Map of Life (413/3rd).
Once Giustenal Ruins is placed in your formation opposing A spell that is reflected back to the casting player affects that
players may not attack any of your realms with Psionist player as if he were the target. If the Cavern reflected Estate
champions, or champions that use Psionic Power Cards. They Transference (437/3rd), the casting player must choose one of
may still defend their own realms with these champions. his own realms to send to the Abyss. The choice must be a
With the emergence of Psionic champions in many tournament legal target (not immune). The Cavern is not a re-target and
decks this realm is a good choice if you do not wish to engage does not give the owner the ability to choose a new target for
in much combat. The instant kill and revenge powers of many the just reflected spell, the original caster must choose a legal
psionic champions makes Giustenal well worth the slot in any target from among his own cards. If there is no legal target
deck. then the reflected spell dissipates and is wasted.
Giustenal Ruins does not confer any immunity to psionic The Cavern may only reflect a given spell once, if the spell is
powers. Lyr of the Mists (23/PO) may still discard one of your again re-targeted by the original caster this player must now
champions when in combat. Lyr could not be used however, to come up with a new way to stop the spell. Also, a reflected
attack any realm in your formation. Giustenal can also be spell that is Spell Turned or reflected back is now targeting the
targeted and destroyed by Psionic Disintegrate. Cavern. If the Cavern is not a legal target for the spell, the
This holding also prevents the player from having to face such spell is lost.
instant wins like Davron Parscall (9/PO) and a high level Bilago The reflecting power of the Cavern is not itself a spell and can
Lumen (17/PO). This tends to confound an opponent who not be Dispelled or negated like a spell.
relies on instant wins and the spoils that come with the instant Use of this holding can get complicated, especially if the spells
win. Don’t forget thoguh, Giustenal only protects you from are bounced back and forth many times. It is important to be
these champions attacking and not defending. willing to retrace any steps if someone becomes confused.
This is one of the most powerful Holdings in Spellfire and can
Edited from the Original By Todd Myers be found in many tournament decks. If you are using a spell
heavy deck you want to make sure you have some way of
Hellgate Keep dealing with this card. Cataclysm! (119/4th) and Gib Kcir
17/NS (16/RRchase) are good solutions.
Holding The Cavern of Ancient Knowledge may be attached to any
FR Underdark realm, in addition to any AD&D realm. An
The attached realm, this holding, and its attached defenders Underdark realm is any realm from the Underdark booster set,
are immune to harmful events and offensive spells. If the Keep as well as any realms indicating Underdark on the card or
is discarded during battle but the realm isn’t razed, the bluelined, such as Menzoberranzan.
attacking champion may draw a card. If a spell reflected by the Cavern is then turned by the
opponent, the original target is impacted by the spell. For
Harmful events and offensive spells cannot target any realm example, if Disintegrate is turned back at the opponent by the
with Hellgate Keep attached. This includes any cards attached Cavern, and the opponent plays Spell Turning, the Disintegrate
to the realm besides just this holding, such as an artifact or discards whichever realm it originally targeted.
ally. The immunity provided by this holding also covers any The Cavern's power works on all offensive spells, but only
champion defending the attached realm in combat and that once per spell. Thus if an offensive spell is reflected back
champion’s attachments. Thus a champion defending a realm using the Cavern's power, and is spell turned by the opponent,
that has Hellgate Keep attached could not have its allies the Cavern cannot again reflect the spell.
destroyed by the event Airship (118/4th).
The card provided by discarding Hellgate Keep is not Paying Your Dues
considered spoils and may not be played unless the drawn 19/NS
card is one that may be played legally. If the attached realm is Event
razed when Hellgate Keep is discarded the extra card for All players who have a thief in battle or in pools must discard
discarding it is lost. one magical item from their hand. If they cannot, they must
Hellgate Keep is a great choice for a World War deck or any discard all thieves in their pool. (harmful)
immune heavy theme, since it is one of the few cards that
provide a realm with immunity to both spells and events. Some When this event is played all players, including the event
other cards with similar powers include Geneva Conclave player, who have any thieves in their pool or in battle must
(Promo 2), Moonwell (77/4th), The Deep (5/UDchase) and The discard a magical item from their hand. If they do not have a
Gorgon’s Crown (4/BR). magical item in their hand then they must discard all thieves in
their pool.

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A thief in combat when Paying Your Dues is played is not The Boss Wants a Cut is not a counter-effect card, so it must
discarded if the owner does not have a magical item to be in play before the card that gives another player extra
discard. Only thieves in the pool are affected by this power. cards.
Any magical items discarded must come from the hand not the The Boss has not effect on Ancient Kalidnay, since Ancient
pool or anywhere else. If a player has a magical item in the Kalidnay provides an extra turn, not extra cards.
hand he must discard it, there is no choice given.
Due to the fact that there are so few counter cards for thief Cúpula BSW 2008: Tornada uma carta resposta (Counter
skills this event is very useful when played correctly. Paying Effect), podendo usar seus efeitos a qualquer momento.
Your Dues is one of the few defenses against Con Game
(82/DU) and Hijacking (86/DU). It is best played as soon as Dawn of the Dead
your opponent lays a thief to his pool, hopefully leaving him no 22/NS
one able to play thief skills against you, at least for the time Event
being. Although it is hard to justify using an event slot for such Until the end of this player’s next turn, undead champions and
an unlikely result, unless you know ahead of time that your allies discarded for any reason are immediately shuffled back
opponent uses many thieves. into their draw pile. (Helpful)

Moonlight Madness Dawn of the Dead lasts from the time played to the end of the
20/NS player’s next turn. Undead champions and allies that are
Event discarded for any reason, including going to the Abyss or Void,
Until the end of this player’s nest turn, all undead and are shuffled back into the draw pile immediately.
werebeasts gain 5 levels and can attack any realm, regardless This power activates when the undead champion or ally is
of position or restrictions. (helpful) actually discarded. Any cards that require a champion or ally to
be discarded to activate will still function since Dawn of the
This event lasts from the time played until the end of the Dead does not take affect until after the champion or ally is
player’s next turn. All undead and werebeasts in play have 5 discarded.
levels added to their total adjusted level, both champions and Dawn of the Dead is one of the most powerful events around
allies. They may also be used to attack any unrazed realm on for Undead Theme decks, and works well with most Ravenloft
the table regardless of position in a formation or restrictions World decks as well. It is best to play this card at the beginning
against attacking. of your turn to get the longest possible use. You will also want
Moonlight Madness is a great addition to an Undead Theme to play this event at a time when you expect to be discarding a
deck or a Ravenloft World deck. It is important to remember lot of champions or allies, like right before a major assault on
that opponents undead and werebeasts benefit from this event your opponent’s formation. Consider using Extension I (91/DU)
as well. It is usually best to play this event early in your turn, at with this event for a longer lasting effect.
least before phase 4, to get the longest benefit. The short duration of Dawn of the Dead keeps it out of most
standard tournament decks, but you could much worse in your
It was a full moon that night… you know the one I mean. They Undead Theme deck.
call it the Night of Madness in these parts. Every foul creature
of hell came out then. We were just outside Irongate camping The Long Arm of the Law
on a little knoll when a group of Ghouls attacked. Never have I 23/NS
seen Ghouls that strong. They stood up under Lord Bo’s Event
mightest blows and our cleric was at a loss to turn them. Many All thieves in play are immediately sent to Limbo until their
died before the Morning Lord cast his light that next morning. players post bail by discarding a card to the Abyss to retrieve
Yeah…It was a full moon that night, just like this one… each thief. (Harmful)
- Athena Firnwood, Halfling Adventurer.
When this event is played all thieves in play, including this
The Boss Wants a Cut player’s thieves, are sent to Limbo. During phase 3 of their turn
21/NS Players may discard a card from their hand to the Abyss to
Event retrieve a thief from Limbo. If multiple thieves are in Limbo then
Until the end of this player’s next turn, all realms, holdings, and that player must discard a card to the Abyss for each thief.
artifacts that give another player extra cards are instead given The Long Arm of the Law is an excellent defense against a
to the event player. (drawn from this player’s draw pile) This thief heavy deck. With few thief skill stoppers it also works to
event cannot be copied or negated. (Harmful) prevent normally unstoppable cards like Con Game (82/DU) by
getting your opponent's thieves out of play before they can
From the time this event is played until the end of the player’s damage you with thief skills. This second use is not very
next turn, all extra card draws given by realms, holdings and efficient, but does offer an avenue of defense against thief
artifacts to any player are given instead to this player. This skills.
event cannot be copied or negated, but may be calmed by This card works well in a thief deck if you can Calm (400/3 rd) it
individual players. for yourself. By sending all other thieves to Limbo you should
The Boss Wants a Cut is not a counter card, so cards that have little problem with the Rule of the Cosmos. If your are
allow a onetime extra draw like Temple of Elemental Evil playing a thief deck you will also want to be on guard against
(17/4th) are not affected unless this event was already in play this event, so be sure to include at least a couple of event
beforehand. stoppers.
Cards drawn for The Boss Wants a Cut are drawn at the time
that the original drawer would have drawn them, usually that Running afoul of the Town Guard is a real danger in the
player’s phase 2. Some popular cards affected by this event Profession. If you find yourself on the wrong side of the
are Tyr (28/4th), Points East Trading Guild (101/4th) and the Baron’s moat you’d best have a full purse or you will have a lot
Medallion of Faith (25/DLchase). This event does not affect of time on your hands!
extra card draws from events and rule cards or any source – Athenea Firnwood, Halfling Adventurer
other then those stated above.
The Boss Wants a Cut is a limited effect anti-speed card. It’s Wail of the Banshee
short duration offsets any real speed stopping power, but can 24/NS
give you a much needed boost if your own deck has bogged Event
down. All in all there are much better anti-speed cards and All players must discard a champion from their pool; undead
much better events then this one. are immune to this event. If a player has no champions in his
pool, he must discard two cards from his hand. (Harmful)

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When Wail of the Banshee is played all players select a legal opponents. The Black Death also can help out a combat theme
target champion in their own pool and place it in the discard deck by helping to clear out some of those low level ‘canon
pile. Champions immune to events are not considered legal fodder’ champions that many players rely on to avoid giving up
targets. If a player has no champions (legal or otherwise) in his razed realms or fighting extended combat.
pool then that player must discard 2 cards from his hand. If a
player has only immune champions in his pool he completely Three Card Monte
escapes the effect of Wail of the Banshee. 27/NS
This event works well in any Undead Theme or Ravenloft Event
World deck. Add some similar cards such as Slave Revolt! All players draw three cards face up. Realms go to the Abyss.
(1264th), Death Spell (377/4th), Death Fog (376/4th), Mind Killer The icon level of all other cards are tallied for each player. The
(56/UD) or Elemental Swarm (52/UD) and watch as your player with the highest number gets to keep his cards; all
opponents scramble to keep champions on the table. others are discarded. (Harmful)
I have heard that the Banshee is the restless spirit of an elven The three cards are drawn face up with any realms going
maiden. I do not know the truth of this, but I have heard the immediately to the Abyss. The remaining cards are checked
greatest elven bards of Evermeet and there is no doubt in my for icon levels. Each player then adds the icon levels of the
mind that the wail of the Banshee has much in common with cards drawn and the player with the highest total places the
those minstrels. Both can break a man’s heart, but only one cards in his hand, all other players discard the remaining
will steal his life. —Lord Bo, Barbarian knight of Icewind Dale. cards. If there is a tie for highest total icon levels all players
discard the cards drawn. Cards drawn form Three Card Monte
Complete Surprise may not be played until after they are added to the hand.
25/NS One of the most fun cards to play in all of Spellfire, Three Card
Event Monte can also be devastating to your opponents. Combined
Played during combat, this player’s champion is doubled in with the event Espionage! (18/BR) your opponent can quickly
level and no cards other than events can be played by the be dealt a near fatal blow by placing his 3 best realms on the
opposing player. (Harmful) top of his draw pile and then sending them to the Abyss. Be
warned though, there are few ways to protect yourself from
Complete Surprise can only be played during a combat that disaster too, your objective here is to do more damage to your
this player is involved in, either attacking or defending. Once opponent then yourself.
played, this event prevents the opposing player from playing Some cards that that can help protect you are Marco Volo
any cards other then events from his hand into the combat. (50/3rd) and Ren’s Crystal Ball (451/4th) to help you time
Complete Surprise has no affect on any cards already playing the event and Calm (400/3rd) to eliminate any risk at all.
attached to the opposing champion, and a champion immune Of course, if you Calm the event you also negate the possibility
to events will also be unaffected. The player’s champion is of adding extra cards to your hand.
doubled in adjusted level. Complete Surprise does not double In the case of a tie, each player with the highest number keeps
the level of other cards attached to the player’s champion. his cards.
A good card to combine with Complete Surprise is the ally
Marilith, Tanar’ri (52/AR) which would deprive your opponent The Guildmaster
from playing events as well. A similar affect can be achieved 28/NS
with the cleric spell Stasis (48/PO), giving the player 2 quick Thief
victories in combat. GH
With so many instant defeat combinations available Complete Thieves cannot use thief skills without the Guildmaster’s
Surprise will not see a lot of use in tournament decks. This permission. He is immune to unarmed combat cards.
event has many uses in combat theme decks and can be quite
fun to play, but I would pass on this one for any of my Player’s wishing to have their thieves use thief skills must ask
tournament decks. the permission of the Guildmaster to do so. If the Guildmaster
Complete Surprise is a harmful event, because of its effect on refuses permission the opponent cannot play the thief skill
the opposing player. It can therefore be calmed, however, the card. Permission must be asked for each skill card played.
helpful aspects of the card (i.e. the doubling in level) remain in Even if permission is given the Guildmaster’s player may not
effect after a Calm or Dragon's Calm is played. If the event is be targeted by harmful thief skills unless he wishes to be. A
canceled (i.e. Limited Wish or Helm is used) all the cards non-thief champion able to use thief skill cards does not have
effects are eliminated. to ask the Guildmaster’s permission to play them, and that
champion may target anyone he chooses.
The Black Death The Guildmaster is currently the most efficient defense against
26/NS thief skill cards like Con Game (82/DU) and Hijacking (86/DU).
Event This is still not very efficient, but it is the best defense so far.
All players must draw and discard a card, noting its last digit. The high level (ten) and no casting ability keeps this champion
That many base levels or more of champions must be out of many decks but the overwhelming power of thief skills is
discarded from each pool. Players with an undead champion in enough to make the Guildmaster a tournament deck regular.
their pool are immune to this event. (Harmful) Being immune to Fighting Dirty! (3/DUch) also makes this card
popular with combat decks.
When played, each player draws a card from the top of their A relatively new theme deck built around permission has
draw pile and notes the last digit of the first number. At least shown promise in many tournaments. Midnight (46/3rd), the
that many base levels of champions must be discarded from Arch-Druid (285/4th), Sadira (277/4th), Icon of Magic
their own pool. Champions immune to events are not (19/RRch), Nectar of the Gods (20/RRch) and the Guildmaster
considered when discarding base levels. are staples of this theme, designed to deprive opponents of
You may be forced to discard more then the minimum levels in powerful phase 3 support cards. While still a couple cards
order to get at least the number drawn. If there are not enough away from being dominant, this theme may become prevalent
levels in a pool to satisfy the minimum level required the player in the future.
must discard as many non-immune base levels as possible. A
single undead champion in a pool confers immunity to the Artemis Entreri
entire pool for The Black Death. 29/NS
This card fits well into any Undead Theme or Ravenloft World Thief
deck. The Black Death is also tailor made for the rule card A FR
Sure Thing (74/NS), forcing the worst outcome on your

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Artemis can use unarmed combat cards usable by heroes, and Your opponents will learn quickly and add Handmine
he gains 5 levels if the opposing champion plays no allies. (16/DUch) to their decks.
Storm also works well in a Forgotten Realms World deck. You
Artemis can use any unarmed combat cards that are usable by can keep tabs on your opponent’s hands while attacking his
heroes. If the unarmed combat card does not state what type realms with judicious use of the Living Wall (58/PO) and
of champion may use it, then it is usable by heroes. Artemis blasting him from afar with realm destroying spells when he is
also gains a +5 to his adjusted level in combat (only) so long unable to counter them.
as the opposing champion has no allies attached. Once the Because Limbo is considered out of play, if Storm is used to
opposing champion plays an ally the +5 is lost for the look at an opponent's hand, and the hand contains Handmine,
remainder of the combat, even if the ally played is some how Storm is not discarded.
removed.
This champion’s powers are very strait forward and work well Jacqueline Renier
in any thief or combat deck. Artemis is also a good choice for a 32/NS
Forgotten Realms World deck if you wish to use thief skills. A Thief
good combo for Artemis is the magical item Net of Entrapment RV
(217/3rd) to help him keep his +5 in combat. Werebeast. Opposing champion is automatically defeated
In the over all picture of things Artemis is too weak to get into unless ha can cast spells, or has or can play a magical item or
most decks. But with the low number of thieves in general and artifact.
Forgotten Realms thieves in particular you may bump into this
champion in a World War tournament. This champion is a werebeast and is affected by cards that
target werebeasts or shape shifters. Any champion opposing
Daryth of Calimshan Jacqueline in battle is instantly defeated unless that champion
30/NS can cast spells or a magical item or artifact is attached. Once
Thief this power activates the opposing champion must react to this
FR power to avoid being discarded. This means the opposing
Daryth wears a pair of magical gloves that give a +2 bonus to champion may play a magical item or artifact to satisfy
any thief skills used by him. Jacqueline’s power, but it must be the next card played. If the
opposing champion cannot satisfy the power it is defeated and
The magical gloves special power of Daryth is treated as a discarded.
defensive magical item for champions immune to such things. Jacqueline has become popular in many Ravenloft decks due
The +2 modifier only applies to thief skills used in combat by to her instant win ability and being one of the few Ravenloft
Daryth. champions able to play thief skills. When played in a deck with
This champion’s low level (three) makes him an easy addition the Loup-Garou (236/4th) the player can quickly draw out
to many thief decks as well as Forgotten Realms World decks. magical items out of an opponent’s hand. If the opponent has
Daryth can also find a place in many combat decks that use none, then instant defeats pave the way to victory. Also,
phase 4 thief skills. His weak special power will keep Daryth Moonlight Madness (20/NS) both increases Jacqueline’s level
out of Standard Tournament decks though. and allows her to attack any realm, a powerful affect for an
Perhaps the best way to use this champion is as ‘cannon instant win champion.
fodder’ against instant defeat champions, saving more Jacqueline’s power is too easily avoided in Standard
powerful champions for use in later combats. With his low level Tournament decks due to the fact that most other champions
Daryth is a good match for powerful allies like The Dreaded in those decks are able to cast spells. So you may want to
Ghost (246/4th) and avenging allies like The Starving Artist save her for that Ravenloft World War deck where her power is
(239/3rd). Also due to his low level he is a good choice to use much more likely to succeed, especially against Dark Sun and
Use Poison (63/NS) with because very few champions are Birthright decks.
immune to thief skills.
Card Combo (from the Sussman Zone): With the Ring of
Yes, I remember Daryth of Calimshan. He came along on the Reversion attached, the opposing champion cannot cast
assault of Hellgate Keep with us. A useful fellow…or rather he spells.
was until we encountered Orcus. One swat from the demon’s
unholy wand and we had to bury the poor lad. As I recall he Card Combo: The above combination can be further improved
had a fondness for those magical gloves of his. At any rate, I by playing the ally Flesh Golem, eliminating an opponent's
am sure he was sorely missed! – Silvanos, High Elf Mage of magical items.
Silvery Moon.
Ratik Ubel
Storm Silverhand 33/NS
31/NS Thief
Thief RV
FR Undead. Immune to offensive spells and harmful events. Ratik
Storm can be sent to Limbo at any time, allowing her player to can ignore any one magical item played against him.
look at an opponent’s hand. She returns to the pool at the end
of her player’s next turn. Ratik gets to ignore any magical item played from the hand
against him in combat. Magic items already attached to the
The special power of Storm Silverhand can be activated opposing champion before battle begins may not be ignored
whenever the player chooses, even during an opponent’s turn. as they are not ‘played’ against him.
The best time to use Storm’s power is just before the Ratik’s impressive immunities make him an easy choice for
beginning of your turn, this reduces the time she will spend in Undead and Ravenloft decks. He is a great champion to attach
Limbo and deprives your opponents of playing their copy of the important magical items and artifacts to because he is much
champion. more difficult to discard outside of combat then most
Storm is a great addition to any attacking deck, allowing you champions. This makes him a sure fire choice for holding such
check your opponent’s every turn to be sure you can punch powerful cards as the Bell of Might (18/FRch), Dragon Font
threw his defenses. This prevents you from sending your (20/Arch) or Amulet of Spell Protection (17/Arch). Ratik is
champions on a suicide attack and often your opponent will rather weak in combat, so you will want to use him sparingly
forego his defense knowing that he has no surprises to offer, there, although his level (5) makes him a good choice to face
giving you free spoils. Be careful of using this trick too often. the Living Wall (58/PO).

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You will want to pass on Ratik in your Standard deck. There Halfling. Any magical items attached to champions who
are other more useful champions who have the same oppose Simpkin become Simpkin’s for that round of battle.
immunities such as Necba the Wrathmaker (14/DUch) and the Afterwards they are discarded.
Gate Keeper (422/3rd). These are both good choices with Ratik
though if you want to try out an all-immune theme deck. Any magical items borrowed with Simpkin’s special power are
Again, You can expect to see Ratik in several Raveloft World discarded after combat, regardless of who wins. Any magic
decks, but he will be hard to find in other formats. items added to an opposing champion during combat become
Simpkin’s instantly, before they activate.
Julio, Master Thief of Haslic Simpkin is a great champion to play the Loup-Garou (236/4th)
34/NS with. Your opponent must play a magic item to avoid instant
Thief defeat only to have Simpkin snatch it away before it can be
RV used.
If victorious in battle, Julio can return one nonspell card from Simpkin is also one of very few champions who do not return
the discard pile to his player’s hand. borrowed magic items. This can be very useful in ridding your
opponent of powerful magic items like the Blamblower (56/DL)
When Julio wins a round of combat the player may search or Bell of Might (18/FRch). For this reason Simpkin is an
through his discard pile and place any one non-spell card excellent choice for many combat decks and opponents who
found there into his hand. use many magic items will be going to extra lengths to avoid
Julio is one of the strongest cards in the Night Stalkers set, facing this champion in battle.
although most players pass him over. His low level gives Julio There are few tournament formats where Simpkin is an easy
the appearance of being weak when in actuality his low level is fit, despite a relatively strong special power. You may
the reason he is so powerful. encounter him from time to time, but not often enough to make
Being only a level two allows this player to be the first to play a special arrangements to deal with his thieving power.
card into combat nearly every time. Now combine this with
powerful support cards like the Blamblower (56/DL) or The Phostrek
Dreaded Ghost (246/4th) for an instant defeat. Then use Julio’s 37/NS
power to return the instant win card to your hand for further Thief
instant wins later. This one combo can completely shut down DS
any attacking against your formation. Halfling; can use psionic power cards. Phostrek is a savage
Julio is nearly a standard addition to any Ravenloft World deck warrior – against nonmonster champions his base level rises to
and he shows up in many winning Standard Tournament decks 8.
as well. His ability to recycle cards from the discard pile added
to his low level will have your opponents looking elsewhere for Phostrek’s adjusted level rises to 8 when facing non-monster
their spoils. champions in battle.
Phostrek is one of very few champions able to use both thief
Turin Deathstalker skills and psionic power cards, making him a popular choice in
35/NS many different decks. Add to this the fact that thief skills and
Thief psionic power cards are among the most powerful support
GH cards and you have a ready made killer champion.
Undead. Turin carries a dagger of venom that instantly Phostrek’s best use maybe in phase 3 where you can hurl
discards allies of +4 or less. He is immune to unarmed combat crushing support cards at your opponents, such as Con Game
cards and the special powers of all Forgotten Realms (82/DU) and Psionic Disintegration (73/DU). Although
champions. Phostrek’s combat power is not spectacular, it may be enough
to ward off a couple of attacks.
Allies of +4 or less icon level may be played against Turin, Any deck that uses both thief skills and psionic power cards
though they are immediately discarded without their powers will fit this champion in easily and you get his combat power as
ever activating. Turin’s immunity to the special powers of an added bonus.
Forgotten Realms champions applies even if that power is
being copied by a non-Forgotten Realms Champion and used Phostrek may be short and ugly, be he sure is handy in fight!
against Turin. Thus if Rhoubhe Manslayer (14/BRch) attacks Just don’t ask what he is having for dinner, if you know what I
and copies the power of the Living Wall (58/PO), Turin mean. – Hutek the Mul Savage.
Deathstalker can still defend and would be unaffected by the
instant defeat power. Don’t forget that immunities are always in Jamlin
effect, even when in the pool. 38/NS
Turin packs quite load of special powers aimed at combat. No Thief
allies under level 5 and immunity to powerful cards like DS
Fighting Dirty! (3/DUch) and the Living Wall cause this Elf. Jamlin must be beaten by 10 or more points in combat to
champion to be a favorite in Greyhawk Wolrd decks. You can be discarded; if not, he returns to his pool with attached cards.
also find Turin in many Standard Tournament decks due to the
added popularity of Con Game (82/DU) and Hijacking (86/DU). Jamlin must be defeated by at least 10 levels in combat in
Undead combat decks are another good place to put Turin order to be discarded. If Jamlin is defeated by less then 10
Deathstalker. levels he returns to his pool with all attachments that would
Turin is a good choice to lead an attack with. His immunities legally remain after combat. Allies and combat-only support
negate many powerful combat cards and will often lead your cards would still be discarded.
opponent to just throw up a handy champion to die hoping you Jamlin is basically a free defender. Bring him forward to defend
will attack again with a champion not so immune. and then opt to lose as soon as you are within 10 levels of the
Turin's immunity to champion powers allows it to play first attacker (usually right at the beginning of battle), then return
edition cards into battle or cast spells while the Poor Oriental Jamlin to your pool. This forces an attacking player to burn up
Lord is in play. However, Turin may not be brought into play one of his attacks for nothing.
while the POL is in play. With the way Jamlin’s power works and his low level he is a
great champion to attach avenging allies to, like the Assassins
Simpkin “The Weasel” Furzear (221/4th), or The Starving Artist (239/3rd). Any card that would
36/NS punish the attacker is a good choice to attach to Jamlin.
Thief Jamlin is also a good choice to lead an attack with, causing
GH your opponent possibly use instant defeat cards against him

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that will not work as well as they would against other Kelda’s adjusted level may increase up to 8 points if she is
champions. opposing a hero while defending a Birthright realm.
Kelda has a straight forward if somewhat weak power. A
Jamlin? Well all I have to say about him is that you haven’t Birthright World deck set up on the basis of lots of low level
seen fast until you’ve seen him run away from a fight. – Hutek ‘cannon fodder’ type champions would suit this card well. Due
the Mul Savage. to the fact that there are few Birthright thieves to date Kelda
may find use in some decks using thief skills and Birthright
Donval champions.
39/NS In a tournament setting you will most likely want to pass this
Thief champion over for more a more powerful one.
DS
Dwarf; earthwalker. Donval can have any number of attached Moriad
artifacts from any world. However, he may not use magical 42/NS
items. Thief
BR
Donval may have an unlimited number of artifacts from any Halfling. Moriad is immune to the special powers of undead
world attached. He may not have any magical items played to champions.
him. This includes magical items that your opponent may wish
to attach to Donval as well, such as Cursed Idol (14/RRch). Moriad is immune to the special powers of all champions that
In decks with multiple artifacts from different game worlds this are undead. He is not immune to undead allies.
champion is worth some consideration. But with the large Moriad’s power is pretty simple and easy to follow. It is
number of powerful magic items that are found in most decks important to remember that there are many cards that return
Donval is unlikely to see much use. champions from the discard pile to the pool and make that
If you are interested in building decks with lots of artifacts there champion undead, like Create Minion (79/DU). Moriad would
are some cards with powers similar to Donval’s, The Keeper then become immune to this champion.
(43/RR) and Ego Coin (419/3rd) are but two of these. Unless you know ahead of time that your opponent(s) will be
using undead there is not much call for this champion. If your
El-Hadid opponent is using undead then Moriad will cause him fits to
40/NS say the least.
Thief
BR Uldo Dracobane
El-Hadid can use blood abilities. In combat his opponent must 43/NS
choose up to 4 cards to use that round and place them face up Thief
in front of him. Only cards from this “minihand” may be used in AD&D
the battle. Elf (drow); earthwalker. If not involved in battle at the end of
this player’s turn, Uldo may send all cards attached to a
When El-Hadid enters battle with an opposing champion the dragon champion to the bottom of that player’s draw pile. He
opponent choose up to 4 cards from his hand and lay them on must attack his next turn or be discarded.
the table face up for all to see. Only these cards may be used
by the opponent in the battle against El-Hadid, the rest of the If Uldo has not been involved in battle during your turn you
opponent’s hand is set off to the side and may not be used may activate his power in phase 5. The next turn after you
until the battle with El-Hadid is resolved. Any cards played with have activated Uldo’s power you must attack with him or he is
El-Hadid that effect the opponent’s hand will effect only the discarded in phase 5. If some action of your opponent causes
minihand, such as the Athasian Sloth (230/4th) or Ninjas Uldo to lose his chance to attack, such as having Fear
(239/4th). Any cards that affect the hand after battle is over, like (372/4th) cast on him, he would still be discarded.
the Starving Artist (439/3rd), will work as normal. Uldo’s power can be devastating, but is so restricted that you
El-Hadid is a potent Birthright champion as well as thief and will rarely get to use it. If you expect to face a deck loaded with
works well in both types of decks. His low level will usually dragon champions this card is a sure fire success, but in just
allow the player to lay the first card in battle. This makes El- about any tournament it falls short. When you do get to
Hadid especially powerful when combine with allies that activate his power your first target might be the Dragon Font
discard cards from your opponent’s minihand. El-Hadid can (20/ARch), thus depriving your opponent of the ability to pull
even be found in a small number of Standard Tournament cards from the bottom of his draw pile.
decks and has been found to be very effective for players that
enjoy attacking and use a combination of thief skills and blood Orcus
abilities. 44/NS
When El-Hadid is facing a champion that can draw cards Monster
during battle, such as Ambassador Carrague or Zielesch, the AD&D
Ancient Green Dragon, those cards may still be drawn and are Avatar. Undead. Two undead champions must be discarded to
added to the mini-hand. Cards that allow more cards to be bring Orcus into play. This player’s undead gain 5 levels to
drawn, such as Good Fortune, may be included in the mini- their base levels; they may attack at half their adjusted level to
hand. Additional cards drawn go to the mini-hand. discard a realm instead of razing it. Orcus’s base level is equal
A player opposing El-Hadid may still play cards from his hand to the sum of the base levels of the undead discarded to bring
that do not affect the battle. For example, if a player's realm is him into play. Limit one avatar per pool.
targeted with Cataclysm while in battle against El-Hadid, the
player may still play Calm, or have a pool champion (but not You must declare at the beginning of your phase 4 if you are
the champion in battle with El-Hadid) cast Limited Wish. attacking to raze or discard the defending realm. You may
attack razed realms to discard them, but the realm must have
Kelda Auslawsen already been razed before combat began. You cannot raze a
41/NS realm and discard one in the same phase 4. Once you have
Thief razed or discarded a realm your turn moves to phase 5 as
BR normal. You draw spoils for razing or discarding the defending
Kelda gains 5 levels against heroes and/or 3 levels if realm as normal. Once Orcus is in play all of your undead add
defending a Birthright realm. 5 to their base level. This is important when facing the Living
Wall (58/PO). Orcus may not be played if you have one or

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more avatars already in your pool, and you may not play The Dancing Sword may be brought forward as a champion in
another avatar to your pool if you have Orcus already in play. combat from either the hand or pool. The sword returns to the
Orcus can turn a good undead deck into a living nightmare for place it came from after combat if victorious. If defeated, it is
your opponents. The ability to attack realms to discard them is discarded as a normal champion would be. The sword may be
very powerful. For this reason Orcus must be given some involved in 2 rounds of battle, once as a magic item attached
consideration when building any undead deck, especially if you to a champion and once as a champion itself. The order of
have some combat in mind. Outside of an undead deck Orcus these appearances is up to the player. Note however that the
is severly less powerful and should most likely be passed over sword must be on the winning side in the first combat to not be
in favor of another avatar. discarded in order to come back for a second combat later.
As a virtual cornerstone of many successful undead decks, The sword is considered a Hero when fighting as a champion,
Orcus has several cards that work well in combination with and is affected by cards that target Heroes at that time.
him. The Timepiece of Klorr (57/RL), Headless Horseman Dancing Sword is a great addition to any combat deck, giving
(88/RL), Negative Planar Energy (73/NS) and Undead the player a free champion. When using the Dancing Sword it
Regeneration (7/RRch) will have your opponent in tears in is usually better to defend with the sword as a champion first,
short order when Orcus is around. forcing your opponent to use up his instant defeat and support
Orcus's base level is considered 0 for purposes of deck cards against your free champion. When attacking you may
construction. wish to hold the Dancing Sword back for use a magic item to
It is the base level of an undead champion that is increased. boost an attacking champion to victory then bring the sword up
The gain in levels applies only to champions. the sword on it’s own in a latter round. This gives you a better
chance of draining off your opponent’s defenders and leaving
Cúpula BSW 2009: Adiciona nível a si mesmo, porém ele só the way clear to raze the realm.
fornece nível para campeões e não para aliados, por que ele Cards to strongly consider when playing with the Dancing
adiciona ao nível base e aliados não tem nível base. Sword are Tasslehoff Burrfoot (39/DL), Pelath the Bronze
Dragon (28/DR), Moraster (339/4th) and Drawmij’s Instant
Mask Summons (63/BR), and of course lots of allies.
45/NS If the Dancing Sword is used as a champion and is victorious,
Thief it may be returned to either the player's hand or pool (player's
FR choice). If used as a magical item and the attached champion
Avatar. A thief must be discarded to bring Mask into play. This is victorious, the Sword remains with the attached champion
player’s thieves gain 3 to their base levels. Mask may be sent and cannot be returned to the hand.
to the Abyss at any time to force all magical items, artifacts,
spells, and allies in one player’s discard pile to be sent to the Rod of Zombie Mastery
abyss. Limit one avatar per pool. 47/NS
Magic Item
Once you have Mask in play you may not play another avatar A champion defeated by the rod wielder is not discarded.
to your pool. If you already have another avatar in your pool Instead it is used as an undead ally in this champion’s next
you may not play Mask there. At any time during the game you battle and is discarded afterward. (off)
may opt to discard Mask to the Abyss to send all of the magic
items, artifacts, spells and allies in one player’s discard pile to When a champion is defeated in battle by an opposing
the Abyss, you select the player whose discard pile is affected. champion with this magic item attached, the losing champion is
You may even select your own discard pile, although this then attached to the victor as an undead ally with a level bonus
would be counter-productive to say the least! Once Mask is in equal to the adjusted level of the losing champion. Items
play all of your Thiefs gain 3 levels to their base level. This is attached to the losing champion remain with the new zombie
important to remember when opposing the Living Wall ally to assist the winning champion in it’s next combat. The
(58/PO). special powers of the losing champion and it’s attached cards
Mask has one of the most powerful special powers in Spellfire, will now function for the holder of the Rod of Zombie. If the
but the price is a costly one. Sending all of one opponent’s Rod is somehow discarded before the holder is able to use the
spells, magic items, artifacts and allies from his discard pile o undead ally in combat, the ally and it’s attachments are
his Abyss can cripple most Standard Tournament decks. returned to their owner and placed in his discard pile
Losing Mask to the Abyss is very expensive though. If you immediately.
intend to use Mask make sure to include the Gate Keeper Many powerful combinations can be made using the Rod of
(322/3rd) and at least 2 thieves to give you the ability to get him Zombie Mastery. One of the best is to attach the Rod to and
back and replay him. instant win champion such as the Living Wall (58/PO) and then
You will want wait to activate Mask’s power until one of your use the event Blood Challenge (20/BRch). Then attack one of
opponents has filled his discard pile with a few of his more your opponent’s more powerful champions. The instant defeat
powerful support cards. Once this has happened you don’t will then attach the losing champion to your Rod holder. You
want to waste any time in sending them to the Abyss though, may want to keep the Rod holder out of further battle to
as most players will try to recycle their powerful cards as deprive your opponent of his champion and attachments from
quickly as possible. recycling back into play from the discard pile. With this in mind
Mask is on the short list of avatars you can expect to see in a you may wish to target opposing champions that have powerful
Standard Tournament deck, and he will be the avatar of choice support cards attached like the Bell of Might (18/FRch) or
in most thief decks. Dragon Font (20/ARch), then keep those support cards out of
Mask may only be sent to the Abyss after the card is brought your opponent's reach for as long as possible.
into play by discarding a thief in phase 3. Once in play, Mask's Be warned however, that many champions are immune to
power can then be used at any time. Mask may not be sent offensive magical items and your opponent will quickly work to
directly to the Abyss from the hand. return any powerful support cards you are keeping from him.
This makes the holder of the Rod of Zombie Mastery a major
Dancing Sword target for cards like Wish (384/4th) and Gib Kcir (16/RRch).
46/NS
Magic Item Whip of Disarming
May also be used as a level 7 hero champion for one round of 48/NS
combat. If so used, only allies may be played with it. If Magic Item
victorious, it returns to this player’s hand or pool. The dancing All magical items and artifacts attached to the opposing
sword can be involved in two rounds of battle, once as a champion are instantly discarded; no more may be added.
magical item, once as a champion. (Def) (Off)

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All magic items held by the opposing champion when the Whip in the pool. The Wand of Bone makes it nearly impossible to
of Disarming enters combat are placed in their owner’s discard separate this ally from Azlin outside of combat.
pile. After the Whip of Disarming enters the combat the
opposing champion cannot have any new magic items Book of the Dead
attached. 51/NS
With so many powerful magical items that affect combat, the Artifact
Whip of Disarming can win a lot of combats for the player. This GH
item works well in any combat deck and especially one with a All undead (and any attached cards0 in this player’s pool are
denial theme. Include cards like Net of Entrapment (217/3rd), immune to harmful events and the Wish spell.
Clay Golem (247/4th), Midnight (46/3rd) and Marilith, Tanar’ri
(52/AR) to drive your opponents nuts in battle. The This artifact is a must for most undead decks. Being a
combination of Whip of Disarming and Loup-Garou (236/4th) is Greyhawk artifact, it can be attached to many of the best
an easy instant defeat. The Whip also works well when undead champions and has a nice +4 bonus for any champion
attached to any champion immune to allies such as Gib Irod you attach it to. The best feature of the artifact though, is its
(21/NSch) or champions that allies cannot be used against like protection of all of your undead champions from cards of mass
Cistern Fiend (282/3rd). destruction such as the events Treasure (130/4th), Water
Nearly any combat deck will benefit from the inclusion of the Hunters (276/3rd), and Avatar (20/1st chase), all of which play
Whip of Disarming, but the true forte’ of this card comes when havoc with your average undead deck. This card also protects
facing other combat decks as your opponents scramble for your undead champions and their attachments from the most
support cards that will work against you. powerful card in the game – Wish (384/4th).
Note that these protections only work for cards in the pool. If
Gauntlets of Dexterity you have your best undead champion involved in a battle with
49/NS a little level 3 adventurer who wants to wish you to the discard
Magic Item pile, you’re out of luck. Attaching this to a low level undead
The attached champion can use thief skills. If attached to a champion you don’t necessarily want to involve in battle is a
thief, anytime there are three thief skills in his discard pile, the good strategy. For example, if you attach the book to the Lich
player may shuffle his discards back into his draw pile. (def) Conclave (265/4th), you bring the champion’s level up to 8.
This puts him out of Death Spell (377/4th) range and gives you
Note that if this card is attached to a non-Thief able to use thief a champion who can just sit in your pool and toss wizard spells
skills it becomes redundant. When attached to a thief, the around while he protects your other undead.
Gauntlets of Dexterity allows the player to shuffle his discard If a champion who is in a pool with the Book of the Dead, but
pile back into his draw pile at any time when there are at least does not have the Book attached, leaves the pool for combat,
3 thief skills in the discard pile, even during an opponent’s turn. he is no longer immune to harmful events and Wish.
The player may opt to activate this power whenever he
desires, it need not be immediate. The Book of the Dead was last in the possession of Iuz the Evil
Gauntlets of Dexterity is one of the cornerstones of many thief during the height of the Greyhawk Wars. Rumor says it was
decks. When playing with the Gauntlets it is best to wait to stolen from him by a band of thieves and is now hidden in the
reshuffle your discard pile until you have one or more cards Bandit Kingdoms. – Tensor the Arch Mage.
that are ‘key cards’ for your deck.
When the Gauntlets are in play you may wish to try to get 3 Heart of Darkness
thief skills into the discard pile as soon as you are able. This 52/NS
will allow you to instantly reshuffle powerful cards like counter- Artifact
affect cards back into your draw pile before drawing from the AD&D
pile again. As with most cards that manipulate the draw deck, If attached to an undead champion, the bonus becomes +10.
timing is crucial to the success of Gauntlets of Dexterity. This champion can cast wizard spells, and undead champions
Due to the powerful reshuffling ability of this card you will wish and allies cannot be used to defend against him.
to attach it to a thief as often as possible, although if you have
no thieves in play and a hand filled with thief skills it may be a This artifact is a good one for decks that have undead
tough choice of weather to wait or not. To utilize both powers champions, but are not “undead decks” since the artifact works
of this card you should consider including the realm Cromlin with any AD&D champion. While it confers a much larger icon
(7/NS) and possibly Tasslehoff Burrfoot (39/DL). bonus to undead champions, a +5 is still a good boost since
Any deck that uses at least 3 thief skills and 3 thieves is a artifacts are harder to ignore or dispose of than many other
viable deck for this card. things that increase levels.
The best feature of this artifact, though, (and it works for both
Wand of Bone undead and non-undead) is its offensive special power. When
50/NS attacking, the champion with this artifact cannot be defended
Magic Item against with any type of undead champions and/or allies. For
Usable only by undead. The attached champion gains 1 level example, if you attack with the Heart and your opponent has
for every undead champion in play. His undead allies cannot one champion and it is undead, you’ve raised the realm. Or,
be discarded or forced to switch sides for any reason. (def) when you attack with the Heart, your opponent cannot use
many of the best allies such as Undead Dragonrider (81/Drac),
The Wand of Bone grants a+1 to the adjusted level of the the Dreaded Ghost (246/4th), or Ancient Dracolich (81/NS).
attached champion for every undead champion currently in
play, including undead champions in opponents’ pools. Any Trumpet of Doom
undead allies attached to the champion holding the Wand of 53/NS
Bone cannot be discarded or forced to switch sides by another Artifact
card such as the Net of Entrapment (217/3rd) or Master Illithid GH
(53/DU). However allies are still discarded at the conclusion of Each turn, draw and discard a card, noting its last digit.
battle normally. Corresponding to the digit, discard all of the following in play: 1
Wand of Bone is a decent combat card for Undead Theme – magical items; 2 – artifacts; 3 – razed realms; 4 – holdings; 5
decks. If your undead deck is not designed to engage in a lot – rule cards; 6 – flyers, swimmers, earthwalkers; 7 – elves,
of combat, you may wish to pass this card over. dwarves, halflings; 8 – dragons, awnshegh; 9 – undead,
Azlin (82/RL) is a good champion to attach the Wand of Bone werebeasts; 0 – events.
to. When Azlin is victorious in battle one ally remains with Azlin

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This card is not for everybody. If you’re building a fun chaos Black Hand Thieves' Guild in their decks. Because Black Hand
deck to be used to induce headaches in multi-player games, Thieves' Guild affects the player, in addition to opponents, it's
though, you can’t pick a better one. Note that the trumpet’s a good idea to include the Herald in any deck that includes the
power affects everyone on play including yourself - it is entirely Black Hand Thieves' Guild.
possible for the trumpet to discard itself. Another
disadvantage is that you have to discard a card out of your Backstab
draw pile to use the trumpet. For example, you could draw 55/NS
and discard your Caravan (131/4th) and wind up discarding all Thief Skill
of your own magic items in play to boot. Doubles the attached thief’s base level for one round. (def/4)
The trumpet must be used each phase three. It is not an Thieves can be effective in battle and thief skills are hard to
optional use - you must blow it each turn. There are several counter, but this card is not the best battle card you could put
strategies you can use to minimize the damage to yourself. in your deck. Thief skills in battle are better used to
First, and most obvious, do not load up your deck with the accomplish tricky unexpected defeats, not winning by piling up
types of cards that the trumpet discards. Second, when you high numbers.
first put the trumpet into play, use it at the start of phase three, Doubling your champion’s base level can be a good strategy if
before you lay down any more cards into your pool that the you have a low level champion and you know your opponent
trumpet might affect. Last, use it in conjunction with the rule has an Intellect Devourer (213/4th) or some other card that
card A Sure Thing (74/NS). You don't have to discard a card affects your base level, but in most instances you don’t know
out of your draw pile to use it, you would instead choose the it’s coming. Unless you play with several thieves of high level
desired result. The result still applies to all players, including such as the Guildmaster (28/NS) or Mask (45/NS) there are
yourself. This allows you to inflict maximum damage on your better cards than Backstab to play with.
opponent if you are willing to suffer the same affect.
You won’t win many games with the Trumpet of Doom, but you The backstap is one of the first lessons taught in the
will get many games worth remembering. profession. It may not be entirely honorable, but against an
adversary twice your size and thirsty for your blood, it may be
Card Combo: When Trumpet of Doom is combined with A the difference between seeing the next dawn and seeing the
Sure Thing, the player decides which type of card all players outer planes, if you know what I mean. – Athenea Firnwood,
will discard. Halfling Adventurer.

Herald of Mei Lung Pick Pockets


54/NS 56/NS
Artifact Thief Skill
FR Use another player's magical item for this round of combat. At
This player is immune to all cards that force cards to be the end of combat, the item's owner draws and discards a
discarded from his hand and to all cards that examine his draw card, noting its last digit. If it is higher than the thief's base
pile and discard or rearrange cards found there. level, the item is returned; if not, it is discarded. (Off/4)
This card should be included in the initial deck building stages This thief skill is a pretty good one. It gives you a plus two in
of about any deck you’re constructing. There are too many battle, you can borrow a magic item that the own er may or
cards in Spellfire that can devastatingly pluck a Caravan may not get back, and it forces the owner to lose a card. Pick
(131/4th), Good Fortune (120/4th) or any other must have card Pockets probably won’t outright win lots of battles for you, but it
out of your hand or draw pile. could turn the tide of the game if an opponent was killing you
Note that the Herald makes you immune to the entire card with one or two powerful magic items such as Bell of Might
when it protects you. A good example is when you’re staring (18/FRc) or Tarokka Deck (56/RL).
at a card like Vorpal Blade (56/FR). Not only do you not have There are two strategies for this thief skill. If your opponent
to draw and discard a card to keep your head, but your has a good battle-oriented magic item such as Rod of Seven
opponent does not get the +3. Parts (27/ART), and you have a high level thief and a hand full
The Herald is probably more useful outside of battle though, of powerful support cards, go win the battle. Or, you can play
where you don’t have to waste precious resources like casting to lose, with your only objective being the loss of an
Wish (384/4th) on a little weasel champion like Hettman Tsurin opponent’s good magic item. You would want to use a high
(257/4th) or Marco Volo (50/3rd). A good strategy for the level champion to maximize the chances of the offending
Herald is to load up your hand with events that make everyone magic item being discarded. You might also want to attach the
draw a card and suffer the consequences. You can throw Winged Boots (186/4th) to your champion to reduce your
down Black Bess (135/4th) and then Bess’s Revenge (159/4th) losses.
with complete impunity. Note that though this card has an after-battle effect, it does not
A popular deck seen at some tournaments uses the work if Pick Pockets was nullified or discarded in battle by a
combination of the Herald, Black Hand Thieves Guild (5/DUch) card such as Rod of Seven Parts (27/ART).
and What Goes Around Comes Around (100/DU). This
combination has been known to makes opponents cry!
Move Silently
Because the Herald provides immunity to offensive powers,
Dragon Font and Runes of the Future still function for the 57/NS
player. The Herald provides immunity to the Black Hand Thief Skill
Thieves' Guild. Attached champion ignores realm champions, instantly
A player with the Herald is not affected by Transformation!, defeating them. This skill lasts until this champion is discarded.
even if the player plays the card. The player is also not (off/3/4)
affected by Black Bess or Bess's Revenge. Takhsis Helmet of
Power does not remove the immunity conferred by the Herald, This is not a bad thief skill. It adds a small plus in battle, but it
since it is the player that is immune. The Helmet removes stays with the champion until the champion is discarded. Thus
immunities from cards. it is useful if you have too many cards and need to play
The Herald provides immunity to cards that only borrow cards something to avoid discarding due to hand size, plus it can
from the hand if they are ultimately to be discarded, such as work again and again.
Summon Undead. Although this thief skill can be played in phase three, it is
The Herald is an excellent addition to 75- and 110-card decks. probably better used as a surprise when attacking - wear a
Games with these deck sizes have maximum hand sizes of 10 defender down until he has to defend with his realm champion
and 12 cards, respectively, so players will often include the and then lay it down with a big grin on your face.

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You should consider this skill in any thief deck. The +2 bonus Once again, this is a fair card to put in your deck, but not a
applies at all times, not just when attacking a realm champion. great one. Although it has a nice +4, it only lasts for one turn
The long term affect of this card makes it very easy to (as opposed to other mobility cards such as Nature’s Throne
eventually force a combat with against a realm champion. (461/4th), Dori’s Obsidian Steed of Wondrous Power (31/UD)
or the Scroll of Seven Leagues (412/2nd)). Climb Walls does
While many in the profession will neglect certain skills in favor allow a champion to ignore the Living Wall (58/PW) so long as
of others, none will neglect this one. The secret to remember is Climb Walls was in play before the champion is defeated by
that an opponent unaware of your presence is not really an the Living Wall.
opponent at all. – Athenea Firnwood, Halfling Adventurer. Note that in all instances this card’s power works for the
attached champion only, not other champions and not any
Set Traps allies attached to the champion.
58/NS As noted above, there are many cards that allow an attacker to
Thief Skill reach realms normally unreachable. However, there are few
Draw a card and place it face down under the lead realm. cards that allow a champion to bypass Wall spells. This makes
When that realm is attacked, discard the card, noting its last Climb Walls a neat choice if you want to build a deck theme
digit. Attackers with a base level equal or less than this number around mobility.
are discarded immediately. (def/3)
Walls are the most common obstacles that practitioners of the
Put this card in your deck only if you are a gambler. Any card profession will encounter. Many members make a respectable
that requires you to blindly throw away one of your own cards living practicing this skill in the service of various military
to give you a plus in battle is a dubious one at best. Set Traps groups and local militias. – Athenea Firnwood, Halfling
might act as a deterrent to keep opponents away from your Adventurer.
lead realm if you are playing a deck that is not battle oriented,
though. Detect Noise
Set Traps works before a defender is chosen. Therefore, if the 61/NS
trap discards the attacker, the player does not get a Spoils of Thief Skills
Victory since he did not defend his realm. This skill may be played any time and lasts until the beginning
Note that attacking champions use only their base level when of this player’s next turn. This champion can use his special
determining the result of Set Traps. For example, if Azalin powers first when defending. (def)
(82/RL) attacks with the Loup-Garou (236/4th) ally already
attached and the trap card has a last digit of 5, it affects only If a thief could use this skill on another champion, it would be a
those attackers with a base level (champion only). Azalin hugely valuable card. However, there just aren’t enough
survives the trap and the defender has to answer to the Lou- Thieves with powers that lend themselves to this skill. Here is
Garou. a short list of Thiefs (in order of usefulness) who would benefit
You may be interested in building a deck using many similar from this skill, but in most instances, under very specific
cards, such as the Glyphs (68-70/AR), Fire Trap (420/4th), and circumstances. Skulker (40/DUN), Simpkin “The Weasel”
Leomund’s Trap (391/4th). All those face down cards hidden Furzear (36/NS), Jacqueline Renier (12/NS), and Phostrek
under your realms will have many opponents looking (37/NS).
elsewhere for their Spoils. A good strategy for this card is to put Isle of Beacon Point
(67/4th) realm in your deck, which allows a defending
Hide in Shadows champion to use any type of card. Also, put in Gauntlets of
59/NS Dexterity (49/NS) which allow any champion to use thief skills.
Thief Skill Now your non-Thiefs who steal or destroy magic items, etc.
This champion can retreat from a battle back to his pool. He is can use their powers first.
defeated but not discarded. (def/4) Note that the skill affects only the champion’s powers (not the
ability to play a card first) and any champion power that
This is a fair card to play with, but not a great card since it activates at a specific time still activates at that time. For
goes away after you use it. There are plenty of champions and example, Julio, Master Thief of Haslic (34/NS) has a power
at least one magic item that do the same thing and don’t waste that activates if he is victorious. He still has to win the battle to
a card, such as Winged Boots (186/4th) and Erital Kaan-Ipzirel use the power. Another example involves Donval (39/NS).
(81/AR). His power is that he can have two artifacts attached to him. If
When Hide in Shadows is used while attacking, the victorious he plays Detect Noise, that does not mean he can lay down an
defender does not get a Spoils of Victory, but the combat has artifact into the battle if he is ahead in numbers.
ended and the player’s turn advances to phase 5. Note that
this card does not work as a counter in an instant defeat Read Languages
situation. It does not change the condition of defeat in the 62/NS
case of a champion (the champion is still defeated, there was Thief Skill
no change) and it is not a card that can be played at any time This champion can cast wizard spells. This skill may be played
in the instance of an instant defeat involving an ally, magic any time and lasts until the champion is discarded. (def)
item, etc. Your champion can avoid being discarded so long as
Hide in Shadows was in play before the instant defeat This is a nice skill that allows a player building a thief deck to
occurred. add some wizard spells. There are not too many attachments
Hide in Shadows is a good card to play after Use Poison in Spellfire that grant this ability, so this is a welcome addition.
(63/NS) if the poison didn’t work. You’ve made the opponent Note that although the skill may be played at any time, it
throw away a card and hiding will give you the opportunity to cannot be used as part of a counter effect combination. For
do it again. example, someone casts Disintegrate (393/2nd) at your lead
realm and you have no spell casters in your pool. You cannot
Climb Walls throw down Read Languages, then Dispel Magic (370/4th).
60/NS Counter effect cards must be the next card played.
Thief Skill The long lasting effect of this card makes it a wise choice in
Until the end of this player’s next turn, this champion ignores any thief deck that uses wizard spells. Since it lasts until the
all walls and can attack realms normally attacked only by flyers champion is discarded you will most likely try to place this card
or swimmers. (def/3/4) in play as soon as possible.

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Use Poison to protect against things like Lyr of the Mists (23/POW) and
63/NS Agis (261/3rd).
Thief Skill As with nearly all cards, the Werebear must be in play for his
The opposing champion must draw and discard a card, noting immunity to activate. This means that the Werebear card is not
its last digit. If that digit is 3 or less, that champion is defeated. immune if it is in the hand, discard pile, Abyss, Void or Limbo.
Lasts until a champion has been defeated by the poison. Hettman Tsurin (257/4th) can still pluck the Werebear from an
(off/4) opponent’s hand with his special power since cards are
considered to have no special power until played.
This is probably the best thief skill out of the Night Stalkers
booster set. Not only does the skill last until it kills a champion Crawling Claws
in battle, it adds 3 levels to your champion in and out of the 66/NS
pool and there are not many counters to thief skills. The best Monster
feature of Use Poison however, is that your opponent has to FR
blindly throw away his own card and may to do so over and Undead. Immune to offensive spells and psionic power cards.
over again (assuming your champion is winning battles without Crawling Claws gain 1 base level for every champion in this
the poison discarding opponents). player’s pool.
This thief skill gets nasty if used in conjunction with either the
Winged Boots (186/4th), the rule card A Sure Thing (74/NS), or This champion isn’t all that bad, it’s just not that great. If you
Jamlin (38/NS). You may also consider adding the magic item play with decks that wind up with pools that look like the
Vorpal Blade (56/FR) which has a similar power, to double the Mongol horde, this might not be a bad card for you to add.
card draining power of your pool. You also have the advantage of it only taking up one level out
of your total. Being immune to offensive spells and psionic
Card Combo (from Victor Leung): While A Sure Thing is in power cards is an okay immunity, but not a great one unless
play, Use Poison will instantly defeat any champion not you transform this champion into a 300 pound Gorilla everyone
immune to thief skills. is trying to get rid of.
Note that dreaded Claws gain base levels if you get them out
Concealed Weapon into combat. This is important when you face cards like the
64/NS Intellect Devourer (213/4th) which kills any champion base
Thief Skill level 5 or less or the Living Wall (58/PO) that kills any
Negates all unarmed combat cards played during this round of champion over base level 5.
combat. No further unarmed combat cards can be played. Crawling Claws is a decent addition to an undead deck, as
(off/4) those decks tend recycle champions easily and always seem
to have a large pool that the Claws would benefit from. Don’t
With the expansion of unarmed combat cards to Hero, Dragon expect to encounter this champion very often in any
and Undead, this is pretty handy card in battle. It adds 4 levels tournament format, but it does regularly appear in the many
to your champion and can keep you from getting Kidney pick-up games found whenever 2 Spellfire players meet for
Punched (95/RR), Swallowed Whole (97/DN) or Level Drained fun.
(97/NS). If you have an idea your opponent may play unarmed
combat cards into battle, you will want to lay this card down Nemon Hotep
early. If it is played on unarmed combat cards already in battle, 67/NS
it will negate their plusses, but not any effects that have Cleric
already taken effect, such has discarding cards from your hand RV
for Fighting Dirty! (3/DUch). Undead. Immune to offensive spells except those with the
Note that this card lasts for one ROUND of battle only and is name “flame” or “fire” in the title. Opposing champions base
not a counter effect card. So try to lay Concealed Weapon out level 5 or less are discarded after combat, win or lose.
as soon as you are able.
Even in a thief deck this card is rather weak. The protection Nemon Hotep is a pretty good Spellfire champion and his
offered is small and lasts only a short period of time. If you are photo on the card is a pretty cool one. Undead champions
trying to avoid opposing unarmed combat cards you may wish who aren’t monsters allow necromancer players who build
to include a couple of unarmed combat cards yourself; Evade undead decks a variety that makes their decks less vulnerable
(98/DR), Reversal (435/4th) and Counter (437/4th) will all offer to the very commonly used event Treasure (130/4th).
similar protection. Nemon’s immunity is a good one too, because there are a
couple of things your can do with Nemon that will have people
Werebear throwing cards like Wish (384/4th) at him. Because of his very
65/NS high base level, if you have Negative Planar Energy (73/NS) in
Monster play, he will be almost unstoppable in combat (this is almost
AD&D cheating it’s so unfair). If you put the artifact Crystal of Ebon
Werebeast. The Werebear is immune to the special powers of Flame (13/ART) on Nemon, you’re not going to win any friends
champions base level 6 or less and their attached cards. at the table either. With the Crystal, if you already have it
attached and you’re attacking, all of your attached cards go
Any card that has the word “immune” on it is worth considering first so your opponent’s champion will end up being discarded
for your deck. The Werebear ranks right up there with the best after combat, win or lose, no matter what level he is.
of the immune champions. There are plenty of annoying low The several killer combos that can be made with Nemon make
level champions like Bilago Lumen (17/PW) or Sparkle, Crystal him a popular champion in Ravenloft World decks as well as
Dragon (35/DN) that make this a very worthwhile card to play the more general Undead Theme decks. His high level and
with. weak immunity keeps him from serious consideration in
Not only is the Werebear immune to champions, but he is also Standard Tournament decks though.
immune to any and all cards attached to them including spells,
unarmed combat cards, allies, psionic powers, blood abilities, Shera the Wise
magic items, etc! The Wearbear does not protect against 68/NS
events played into battle, though, because they are not Wizard
“attached” to the champion. Even an event such as Complete RV
Surprise (25/NS) would still affect the Wearbear. This Werebeast; flyer. Shera is such a masterful flyer that she is
immunity is not just a battle immunity - it works in the pool also immune to harmful events and allies that affect flyers.

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Shera is an okay champion in most any deck, but is a must earthwalks. The fear of the undead rule makes his ally
have in a werebeast deck. affecting power a good one also.
Between her two immunities, Shera has all of the advantages This champion is loaded with special powers! Although his
of being a werebeast and a flyer but with few of the liabilities. best advantage comes from being a non-thief able to use thief
Note that Shera’s ability to fly is not conferred to her allies, skills. This allows him to circumvent the Guildmaster’s (28/NS)
although her immunities are. permission power as well as cards aimed at stopping thieves
Shera’s immunities apply only to events and allies that from playing thief skills, such as Alarm (85/NS), Crime Does
specifically target flyers, such as the Noble Djinni (84/3rd) and Not Pay (2/NSch) and The Long Arm of the Law (23/NS).
Wind Dancers (275/3rd), not just events and allies in general. There are also many powerful decks built using thief skills and
If you play a Ravenloft deck, seriously consider this champion blood abilities, these being the 2 most difficult to stop support
in conjunction with the dungeon card Under Castle Strahd cards. The Vampire is a central figure in these decks.
(7/DUN) which makes all of your Ravenloft undead. Shera can It is important to note that the allies played with him are
then use undead unarmed combat cards and gain other considered undead and are affected by cards that target
undead advantages. undead allies.

Winslow the Lich Wereshark


69/NS 72/NS
Wizard Monster
GH DL
Undead. All cards with icon bonuses played against Winslow Werebeast; swimmer. The Wereshark is immune to swimming
lose 2 levels because of his freezing cold touch. allies and discards any played against him.

From the endless hordes of really good undead champions If you have found a way to make this card an indispensable
comes Winslow, with his high level and great battle power. part of your deck, pat yourself on the back. This is another
Note that this card reads icon bonuses. A card in most cases card that adds depth to the game of Spellfire, but not power.
has to have a plus sign in the card icon for Winslow to drain If you’re making a lycanthrope deck, you’ll have to add this
two levels and champions don’t have the plus sign. The champion, but his power and level probably make him
exception to this is when a champion borrows another ineffective in any other kind of deck - there just aren’t enough
champion to use as an ally in battle. When something is used swimming allies that you need to have protection specifically
as an ally, it has an invisible plus sign before the icon number. against them.
For example, you are facing Winslow in battle with a champion Only swimming allies played from the hand are discarded
who wears the Helmet of Selnor (33/TU) which allows you against the Wereshark, any that were somehow already in play
borrow Helm (255/4th) from a pool. Helm is now a level 6 ally before battle are simply ignored but do remain play.
who then loses 2 levels to Winslow to become a level 4 ally.
Combine Winslow’s power with that of Negative Planar Energy Negative Planar Energy
(73/NS) and watch the opposing champion’s adjusted level 73/NS
really drop. Winslow also works well in a deck using the Rule Card
dungeon card Spells from the Grave (19/DU), giving a combat Played at the beginning of the player’s turn, this card is not
option to an otherwise spell heavy deck. discarded. It affects all players and remains in effect until any
other rule card is played.
Caller in the Darkness Undead champions subtract their base levels from the base
70/NS level of opposing champions. If the opposing champion is
Psionicist reduced to 0 or less, it is immediately discarded. Clerics and
DS avatars are immune to this rule.
Undead. Immune to offensive psionic power cards and
offensive spells. Psionicists defeated by the Caller are sent to This card is a must for any undead deck, but if you play with it,
the Abyss. you’ll probably experience some feelings of guilt because this
rule card is almost unfair. Since base level is subtracted from
The Caller in Darkness is a pretty good champion. His power base level, your opponent cannot load up his champions in the
is not great, but his high level makes him a good champion to pool with artifacts and magic items to help them survive
play with the rule card Negative Planar Energy (73/NS). clashes with your undead. Even low level undead are to be
Unless you are building an undead psionicist deck, the best feared with this card in play since even if they don’t outright kill
use for Caller in the Darkness is in a deck themed around the an opponent by reducing his level below zero, they still
abyss. Add him to a deck loaded with cards that send people probably have at least halved the level of their opponent.
to the abyss like Mindkiller (56/TU) and Takhisis’s Abyssal Negative Planar Energy does not activate until after a defender
Gateway (13/DLc), then use the Bottomless Horror (54/DUN) is brought forward. If an attacking champion, such as the
to remove them from the game. Living Wall (58/PO), would instantly defeat the defender before
The Caller in the Darkness is an excellent choice for any the defender’s power activates then this rule card doesn’t
undead deck using psionic power cards, since so few undead activate.
are able to use psionic power cards. You may also encounter Strategy then should be to use high level undead champions
this champion in a Dark Sun World deck based on just its like Nemon Hotep (67/NS), Winslow the Lich (69/NS), or Caller
immunities and high level. in Darkness (70/NS). This can eat up your champion level total
when building your deck, though, so look for champions who
The Vampire gain levels (before combat, not during) like the Undead
71/NS Htimsen (425/1st).
Regent Another good strategy is to play with cards that create undead
BR like Corruption of the Flesh (86/NS) which even adds four
Awnshegh; undead; earthwalker. Can use blood abilities and levels (although it is adjusted level, not base level for the rule
thief skills. All allies played with this champion are considered card), Black Sail of Schnail (35/TU), or the dungeon card
undead. Under Castle Strahd (7/DUN). Imagine champions like the
Living Wall (58/POW) draining levels. Also, cards played
The Vampire is a pretty good all around champion because of before battle that affect base levels can add interesting twists
the number of attachments he can use. Besides the normal to this rule card - playing Bad Omens (91/3rd) when your
ones like magic items and allies, he can use blood abilities, undead are immune to harmful events, for instance.
thief skills, and undead unarmed combat cards and he

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Liga BSW (ROC 5-2011): Campeões com poder de matar This is an ally worth consideration when building a deck. It is
automaticamente quando atacando tem seus poderes of moderately high level, confers the ability to cast spells on
ativados antes da ativação da regra, a exemplo de Living Wall, your champion, and it is immune to that bane of battle decks,
The Wizard, Bilago Lumen etc. Net of Entrapment (169/4th).
Remember that although champions pass along their
A Sure Thing immunities to their attachments, attachment’s immunities are
74/NS not given to their champions. For example, if you have a
Rule Card champion in battle with Kaisharga attached to him and your
Played at the beginning of the player’s turn, this card is not opponent plays the Vorpal Blade (56/FR), your champion is
discarded. It affects all players and remains in affect until any still affected.
other rule card is played. Kaisharga would be an ideal card to put in a deck themed
Instructions to draw and discard a card, noting it’s last digit, are around winning battles with allies and phase four wizard spells.
ignored. All opponents receive the worst possible outcome (0 if The draw back of this card is that allies are played only in
high is good, 9 if low is best). This player receives the battle and both of this ally’s powers affect the battle only
opposite. indirectly.

This is a very interesting rule card that is powerful enough to Guild Master
build an entire deck around. There are plenty of cards of all 76/NS
types in the game of Spellfire that require you to draw and Ally
discard a card, noting its last digit, and they tend to affect Halfling. The attached champion may use thief skills. He may
everyone at the table, not just one person. One weakness of also use one magical item from any pool for this round of
this rule card is that your opponents no longer have to throw combat.
away their cards, but it’s a trade-off that is in your favor.
Here is a list of some good cards to put into a deck with this The special power of this ally makes it a good one to have in a
rule card: Lady Luck (9/FR) - this is like a free Spoils of deck that has lots of thief skills in it.
Victory!, Black Bess (135/4th), Bess’s Revenge (159/4th) (play It has the main benefit of allowing a champion who normally
these two back to back if possible), Vorpal Blade (56/FR), couldn't use thief skills, to use them and at the same time, also
Great Shout (41/FR), Wand of Wonder (180/4th), Werewolf borrowing a potentially powerful magic item for use in the
(83/FR), Wine of Eternity (21/FRc), Smoke Powder Pistol battle. You can borrow a magic item from any pool, including
(19/ARTc), Grimslade the Gray (36/RR), Mordenkainen’s your own. The borrowed item is returned to its owner after
Disjunction (46/RR), Mount Nevermind (7/DN), The Black combat is over, regardless of whether you win or lose.
Death (26/NS), Trumpet of Doom (53/NS), Boot to the Head It is important to note that the ally is not the one using the thief
(434/4th), and Extension I (91/DUN) (this could be a nasty skills, the champion is. Therefore, if the opposing player plays
one). a counter card like the event Busted! (3/NS Chase), it affects
Note that there are several cards in the Dungeons booster set the champion and not the ally.
that read something like: “cut the owner’s draw pile & check A good item to use is the Staff of Conjuring (105/3rd). This
the last digit.” These cards are unaffected by A Sure Thing allows you to bring this ally back over and over again.
because they are not discarded, merely looked at.
Possibly the most powerful combination in Spellfire is A Sure Raaig
Thing and The Fates (23/BRch). Games are won and lost on 77/NS
this combination and entire decks have been set up around it Ally
and won with great success. If you see an opponent play out A Undead. Immune to harmful events and offensive magical
Sure Thing, be assured that The Fates are right behind it. items. The attached champion may use cleric spells.
When card play directs to draw and discard a card, noting its
last digit, no cards are actually drawn. The player of the Sure This resilient ally is a good choice for a spellcasting or undead
Thing receives the best possible outcome. Opponents receive deck. Its special power of being immune to harmful events
the worst possible outcome. and offensive magical items makes it very difficult to get rid of
this ally in a battle. At the same time it confers the ability to
Card Combo (from Jones' Spellfire Page): Play the rule card A cast cleric spells to the champion it is attached to.
Sure Thing. Then play Black Bess. All of the opponents' It does not pass its immunities on to the attached champion in
champions of base level 1 or more are discarded (so only any way.
Living Scroll and Gelatinous Cube survive). The downside is The fact that this ally is undead can be a huge advantage.
that you will have to discard your champions of level 10 or Cards such as the Skeleton (193/3rd), the Shovel of
more, so keep these to a minimum when using this combo. Gravedigging (36/TU), provided that the attached champion is
already undead, and/or the holding Ancient Arms of the Great
Card Combo: When Trumpet of Doom is combined with A Kingdom (14/3rd) can be utilized to greatly increase this ally's
Sure Thing, the player decides which type of card all players level in battle.
will discard. You can use the Ghost Crystal (168/4th) or the Staff of
Card Combo (from Victor Leung): While A Sure Thing is in Conjuring (105/3rd) to retrieve this ally for later use.
play, Use Poison will instantly defeat any champion not
immune to thief skills.
Cat Burglar
Card Combo (from Victor Leung): While A Sure Thing is in 76/NS
play, Death Touch will instantly defeat any champion of level 9 Ally
or less. If the player has Armor of the High King, he can Elf. When played in combat, discard a card at random from all
retrieve Death touch from the discard pile and use it each turn. players’ hands.

Pesquisa Brasil 2010: Pode ser usada no mesmo deck que The Cat Burglar is a must have for any discard deck. Its power
The Fates, porém uma não se beneficia do poder da outra. allows you to randomly discard a card from all your opponents'
hands when it is played in combat.
This might seem comparatively harmless to most people at
Kaisharga
first, but used with such cards as Athasian Sloth (230/4th), the
75/NS Ninjas (70/FR), Lady of Fate, Avatar of Istus (42/PO), Fighting
Ally Dirty (3/DU Chase), or Beggar (80/NS), it becomes quite
Undead. Immune to offensive magical items. Attached significant. Other non-combat cards that complement this one
champion may cast wizard spells. are Hettman Tsurin (172/3rd), Marco Volo (50/3rd), and Ren's

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Crystal Ball (199/3rd). These cards are all very effective at opposing champion has no allies in play when the Dracolich
forcing opponents to discard their cards before they can use enters the battle, it’s power is wasted.
them. Other cards with similar powers include the Brine Dragon
(45/DL), and the Ankheg (80/BR).
Zombie Horde
79/NS Loric the Fence
Ally 82/NS
Undead. Gains an additional 2 levels for each ally or spell Ally
played against it. When this ally is used in battle, you may discard up to 3
This mid-level undead ally has the very effective power of magical items from your pool or hand and draw two cards for
gaining 2 levels for each ally or spell played with it. This each.
makes it a good choice for either a spellcasting or undead
deck (or a combination thereof). It is important to exploit this The choice must be made when Loric is first played as to how
ally's special ability to its fullest, either by casting lots of spells many (0-3) magic items and artifacts the player wishes to
during combat, or playing allies. discard. No cards are drawn until all the chosen magic items
Good allies to play with this card are Skeleton (193/3rd), and and/or artifacts are placed in the discard pile.
Ancient Dracolich (81/NS). This ally's relatively low level is more than made up for by its
Really, any ally works well here, but with the Skeleton's ability special power. At first, discarding any magic items or artifacts
to gain +4 levels with each additional undead ally, it is a good seems a high price to pay for drawing extra cards.
idea to concentrate on playing undead allies, thereby gaining However, if you have cards like Tasslehoff Burrfoot (39/DL) or
+6 for each one. Pelath the Bronze Dragon (28/DR) in your pool, you can
Other cards similar to this one include Gauntlets of Dexterity retrieve discarded magic items with their special powers.
(49/NS), Bigby’s Dexterous Digits (83/NS) and Shadowcloak This makes Loric a good choice for any deck with many magic
(8/NS Chase). items in it. The ability to draw extra cards in Spellfire is a huge
advantage and can definitely turn the tide during combat.
Beggar This ability works especially well with a thief deck, where it is
80/NS important to draw lots of thief skills. It also works well with
Ally spellcasting decks, which count on many spells being available
Ask each player not involved in combat for a card playable in to cast.
the battle. Play any given immediately. If they refuse and you
win the round, look at their hand and discard one card of your Bigby’s Dexterous Digits
choice. 83/NS
Wizard Spell
This ally more than makes up for its low level with its very Until dispelled, thischampion can use thief skills. (def/3/4)
powerful ability. Forcing every other player (except the
opposing player) to contribute a card to your side in combat This spell is highly specialized, and is a good choice only for
can be very beneficial. It can also backfire on you. decks with a large number of thief skills.
Its all too easy for other players to either give you a card that In most decks, there will usually be one or two (or more)
proves harmful to your champion or just directly aid your champions, without the ability to utilize certain card types (i.e.
opponent through the use of spells and/or events. Spells, Psionic powers, Blood abilities). This spell allows
Most players as a rule, refuse to give you a card, therefore it is greater access to your thief skills.
a good idea to have some sort of instant win capability in your There are bound to be times when you have a champion
hand, before you play the Beggar. (Helm (89/FR) for instance) ready for combat and only thief
That way, when you win the battle, you can utilize the even cards in your hand for support in combat. Using this spell
more powerful second ability of this ally, which allows you to provides greater flexibility to your deck.
look at the hand of whoever didn't help you and discard a card Other cards similar to this one include Gaunlets of Dexterity
of your choice. (49/NS), the Guild Master (76/NS) and Shadowcloak (8/NS
This is comparable to having and playing one of the rarest Chase).
cards in the game, the Discovery of Spellfire (401/1st).
If you happen to have the Discovery and can play it, it makes Guardian Mist
the taste of victory all the sweeter, being able to discard 2 84/NS
cards instead. Wizard Spell
Cards given come from players' hands. Prevents either flyers, swimmers, or earthwalkers from
attacking this players formation (caster’s choice) until the end
Ancient Dracolich of his next turn. (Off/3/4/5)
81/NS
Ally Guardian Mist is an excellent defender spell designed to
Undead; flyer; dragon. One opposing ally of this player’s protect your realms from attack.
choice is instantly discarded. When it is cast you must choose which type of champion that
is unable to attack your realms from earthwalkers, swimmers
The Ancient Dracolich is one of the most powerful allies or flyers.
around. Possessing both an extremely high level (the 2nd Unfortunately, choosing one of these types leaves you open
highest there is for an ally) and a very effective power. It is a for attack by champions possessing one or both of the other
must have for nearly any deck that utilizes allies. two movement abilities.
This ally's flying ability allows it to attack the vast majority of In order to form a complete barrier against attack, you have to
realms in the game and being able to discard an opposing ally utilize another card in conjunction with this one. A good choice
instantly makes it a very effective battle card. would be Rand the Bowyer (13/PO) and the dungeon card
It is especially powerful in discarding those pesky "playing to Song of the Dragonlance (22/DU)
lose" allies, like the Starving Artist (439/1st) or to discard an You can cast Guardian Mist and say that flyers cannot attack
opposing high level ally, thereby dramatically impacting the your realms, then you can use Rand in defense.
score of the combat. This spell has a duration that lasts only until the end of your
It is important to remember that if you are going to destroy an next turn. This means that it is best to wait to use it when you
opposing ally, it has to be done instantly. In other words, as are near to completing your formation and winning the game.
soon as the Ancient Dracolich is played. You may not wait until
later in the round to declare the Dracolich’s power. If the

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If you don't want to wait for this condition, a way of lengthening opposing champion from using any more unarmed combat
this is to cast Extension I (91/DU). This will prolong your cards.
defense structure. Other cards with similar functions are Reversal (435/4th),
Other cards with similar functions include, Solid Fog (133/4th), Counter (437/4th) and Dodge (12/RR Chase).
Festival (21/BR Chase) and Wall of Fog (371/4th). It is important to note that Power of Faith will work as an
effective negation card, but still may only be cast during phase
Alarm 3 or by a champion in battle. Since nearly all unarmed combat
85/NS cards are useable only in combat Power is still very effective. If
Wizard Spell your opponent is cruel enough however, to play an undead or
Cancels a just played thief skill and prevents the opposing dragon unarmed combat card outside of the casting times for
champion from using any more thief skills for this round of Power of Faith you will need to search elsewhere for a stopper.
combat. (off/4)
Find Traps
Alarm is now considered to read: 88/NS
Cleric Spell
Can be cast at any time to cancel a just played thief skill. (def) The affected champion and his allies can attack a realm,
May also be used in battle to prevent an opposing champion regardless of its special powers. The champion also ignores
from using thief skills. (Off/4) the power of attached holdings, spells, or thief skills. (def/3/4)

If Alarm is used in combat both of its powers function. That is, Find Traps is a very useful spell, which provides powerful
Alarm will both, cancel a just played thief skill and prevent the offensive and defensive abilities to an attacking champion.
opposing champion from playing any further thief skills. When When cast, the affected champion and any allies can attack
used to cancel a thief skill the spell is considered defensive, any realm, ignoring the realm's power and placement.
when used to deprive an opposing champion from playing thief This power alone, makes this spell quite useful as many
skills it is offensive. players like to build their formation using hard to attack realms
Alarm is also now considered a counter affect card for thief (i.e. movement restrictions).
skills. To work as such, it must be the very next card played. However, this spell also protects the champion against any
(see the Dispel Magic rule in the tournament rules for further holdings, spells, or thief skills that happen to be attached to the
details on counter affect cards in general.) realm in question.
With the wide use of such powerful thief skills as Con Game With the benefits that this spell provides, it is a good choice for
(82/DU) and Hijacking (86/DU) it was clear that a counter any deck and a virtual must have, for an attacking theme deck.
affect card was needed. A good combination would be to cast this spell on the Living
Nearly every deck should have a place for this card, as nearly Wall (58/PO), allowing this relentless champion to attack
every opponent’s deck will contain the high powered thief skills anywhere.
listed above. Similar cards include, Scroll of 7 Leagues (412/2nd), Dori's
Consistent with other counter-effect spells like Dispel Magic, Obsidian Steed of Wondrous Power (31/TU) and the Wyrm of
Alarm is now playable at any time and is considered defensive. Earthwalking (17/FR Chase).
The champion ignores holdings, spells, or thief skills attached
Corruption of the Flesh to the realm at the start of combat, not spells or thief skills
86/NS played once combat has begun.
Wizard Spell
The affected champion becomes undead; this spell lasts until Blessed Abundance
negated or dispelled. (Def/3/4/5) 89/NS
Cleric Spell
This spell causes a champion to become undead. It can have Def/3/4
a number of uses, both offensive and defensive. This card For this round of combat all cards attached to the affected
would be primarily in a deck which has an undead theme, champion are doubled in level bonus. (Def/3)
however, it has uses in any deck.
An excellent combination for this card is to cast it upon a This powerful cleric spell doubles the level of all cards attached
powerful high level champion like the Living Wall (58/PO) and to the affected champion.
use the rule card Negative Planar Energy (73/NS) for an It is important to note that the champion's base level remains
unstoppable champion in battle. unaffected. Only attached cards are doubled in level.
An effective offensive combination is to use this spell in That said, this spell is an absolute must have for a cleric deck
conjunction with the ally, Takhisis Mirror of Underworld Minions and is a good choice for any deck with a large number of
(15/DL Chase) or the event Water Hunters (276/3rd) in battle champions able to cast cleric spells.
against an non-undead champion. An interesting combination for this card, is to cast it upon Tako
You can cast this spell on the opposing champion, turning (59/PO) and then play a single high level ally with him in battle.
them undead and then play your anti-undead card, instantly Other cards that have similar powers include, Surprise Raid
winning the battle. This spell becomes offensive when cast at a (101/3rd), Complete Surprise (NS/25) and The Crystal Dome
champion you don’t own, thus champions immune to offensive (515/4th).
spells would be immune to Corruption.
Monster Mount
Power of Faith 90/NS
87/NS Cleric Spell
Cleric Spell Any monster in an opposing pool may be used as an ally for
Negates the effect of all unarmed combat cards playable only this round of battle. Win or lose, that champion returns to his
by dragons or undead and prevents any more from being pool at the end of combat.(Off/4)
played in this round. (Off/3/4)
Monster Mount allows you to use any monster from an
The Power of Faith is a defense spell, useful when playing opposing pool as an ally for the current round of combat.
against either an undead or dragon theme deck. There are three important items of note with this card. One is
With the many unarmed combat cards available exclusively to that you gain only the level and the power of the monster in
dragons and undead champions, this is an effective counter question, along with any attachments the monster has. The
card. Especially powerful, is the ability to prevent the second is, you must use an opponent's monster. You cannot
take one from your own pool.

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The third important point about this card, is that while the Other cards with similar abilities include Airship (118/4th),
monster is returned at the end of combat, it can be discarded Tembo (330/3rd), Fireball (363/4th) and Ren’s Bell of Death
during combat like any other ally (i.e. by any card that destroys (409/3rd).
allies).
This spell is a good choice for a deck that has either few or no Cause Paralysis
allies in it. In this way, you can "manufacture" allies on the fly. 94/NS
It is also a good choice for a deck with a large number of ally Unarmed Combat Card
support cards, like Intensify (89/PO) or Surprise Raid (121/4th). Usable only by any undead. An opposing champion of base
A popular tactic to use with Monster Mount, is to use it early in level 5 or less immediately returns to his pool, defeated. (Off/4)
the combat to get one of the defending player’s monsters
before he chooses to bring it forward. Since a champion can Cause Paralysis is an unarmed combat card playable by
only be involved in a single round of combat on any one turn, undead champions or champions with the special power
even when the monster returns to its owner it will not be able allowing them to play undead unarmed combat cards.
to come forward as a defender in a later round of the same When played in combat, this card forces any opposing
combat. champion of level 5 or less to immediately return to his pool
defeated.
Aging This card is an excellent choice for an undead deck. The fact
91/NS that it affects a large number of champions in the game,
Unarmed Combat Card coupled with the fact that few decks have adequate defense
Usable only by any undead. Opponent’s base level is halved against unarmed combat cards, make this one particularly
(rounded down). (Off/4) powerful.
It is important to note that the opposing champions' base level
Aging is an unarmed combat card playable by undead as opposed to his adjusted level is the number used to
champions or champions with the special power allowing them determine whether he or she is defeated.
to play undead unarmed combat cards. Cards similar to this one include the Sword of Sharpness
In addition to the respectable +4 level of this card, it causes (64/DU), Broad Jump (85/DU), the Intellect Devourer (213/4th)
the base level of an opponent to be halved. and Invisibility (339/1st).
This is an extremely powerful card when used against a high
level champion as you are in effect taking half their level and The mere touch of certain undead will cause all but the
using it against them. strongest of heart to become paralyzed. Leaving a tasty meal
If this card is used in conjunction with a card like The Dreaded for the foul creature to eat at its leisure. Send only your
Ghost (246/4th) or Negative Planar Energy (73/NS) it can strongest warriors against these creatures or you will find your
provide an instant win in battle. lands defenseless, filled with the frozen meals of the undead. –
Cards similar to this one include, the Sword of Kas (7/AR), Lord Bo, Barbarian Knight of Icewind Dale.
Targoth the Unclean (13/BR Chase), The White Weird (51/DU)
and Takhisis Mirror and Sword (12/DL Chase). Maybe the best Constitution Drain
combination with Aging is the artifact Wand of Orcus (456/4 th). 95/NS
This combo will instantly defeat nearly every champion in the Unarmed Combat Card
game. Usable only by any undead. An opposing champion is
discarded at the end of this round of combat, win or lose.
Cause Despair (Off/4)
92/NS
Unarmed Combat Card Constitution Drain is an unarmed combat card playable by
Usable only by any undead. Opposing allies of +3or less are undead champions or champions with the special power
immediately removed from combat. (Off/4) allowing them to play undead unarmed combat cards.
A good revenge card, Constitution Drain causes the opposing
Cause Despair is an unarmed combat card playable by champion to be discarded at the end of battle, win or lose. It is
undead champions or champions with the special power important to note that if the opposing champion is attacking
allowing them to play undead unarmed combat cards. and manages to win, even though he is discarded, that player
When this card is played in battle, opposing allies of +3 or less may continue the battle.
are immediately removed from combat and placed in the This card is one of many in the game that punish the opposing
discard pile. champion with powers that activate after the round of combat
It is important to note that this card is very similar to Cause ends.
Fear (93/NS), however, while this card seems less powerful, it Constitution Drain is particularly effective against champions
is a good choice for any undead theme deck. It can be utilized with the ability to attack multiple times, like Zaknafein the
just as effectively as Cause Fear on the many low level allies Weapons Master (94/TU), or Rikus (259/4th).
available in Spellfire, like Loup Garou (236/4th), the Assassins Other cards with similar powers include Aurak, Draconian Lord
(221/4th) or Vistani (78/RL). (418/3nd), Aurak Draconians (50/DL), Castle Draw (37/3rd),
This saves the other cards’ power for allies of higher level. Magic Jar (386/3rd), Yondalla the Provider (475/4th) and
Barab's Goblet of Dissolution (5/ARch).
Cause Fear
93/NS Strength Drain
Unarmed Combat Card 96/NS
Usable only by any undead. All opposing allies are discarded. Unarmed Combat Card
No more may be played this round. (Off/4) Usable only by any undead. Discard a card from your draw
pile, noting it’s last digit. Subtract this number from the
Cause Fear is an unarmed combat card playable by undead opposing champion'’ level. If reduced to 0 or less, that
champions or champions with the special power allowing them champion is discarded. (Off/4)
to play undead unarmed combat cards.
This is an extremely powerful anti-ally card, comparable to a Strength Drain is an unarmed combat card playable by undead
Net of Entrapment (169/4th). When played, this card discards champions or champions with the special power allowing them
all opposing allies and prevents any more from being played. to play undead unarmed combat cards.
Like Cause Despair (92/NS), this card is also useful to get rid This card is a good choice for any undead deck. When played
of revenge allies. you draw and discard a card, noting the last digit. The
This card is a very good choice for any undead theme deck. opposing champion then loses that number from his adjusted

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level. If the opposing champion is reduced to 0 or less, he is Cause Disease
discarded. 100/NS
A good combination for this card is to have the rule card A Unarmed Combat Card
Sure Thing (74/NS) in play before combat. Another Usable only by any undead. If this champion is defeated in
approach is to cast Rengarth Oracle (503/4th) before battle, combat, attach this card to he opposing champion. His base
ensuring you have a high level card available to be discarded. level is reduced to 1 until negated. (Off/4)
Using this card in conjunction with Negative Planar Energy
(73/NS), the Dreaded Ghost (246/4th), the Skeletal Lord Cause Disease is an unarmed combat card playable by
(217/4th), or Level Drain (97/NS) also makes it very effective undead champions or champions with the special power
indeed. allowing them to play undead unarmed combat cards.
Another form of "revenge" card, in addition to adding a
Level Drain formidable 6 levels to your champion, it also guarantees an
97/NS unpleasant fate to the opposing champion, should you lose the
Unarmed Combat Card round of combat.
Usable only by any undead. Subtract the base level of the Due to the fact that many decks in the game tend to be short
attached champion form the base level of the opposing on defense against unarmed combat cards, this card can be
champion. If reduced to 0 or less, that champion is discarded. quite effective in curbing an opposing champion's level.
(Off/4) A champion with this card affecting them becomes extremely
vulnerable to cards like Negative Planar Energy (73/NS) and
Level Drain is an unarmed combat card playable by undead the Dreaded Ghost (246/4th).
champions or champions with the special power allowing them When this card is attached to a victorious opposing champion,
to play undead unarmed combat cards. that champion does not receive the +6 bonus.
Level Drain is an excellent choice for any undead deck. Its
power is similar in nature to Strength Drain (96/NS), however it Good Triumphs in the End
does not require you to draw and discard a potential realm in 1/NS
order to play it in battle. It uses your champions' base level Chase
instead of the last digit of the card, as well as adding 5 to the Rule Card
adjusted level of the attached champion. Played at the beginning of the player’s turn, this card is not
When used with a high level undead champion in conjunction discarded. It affects all players and remains in effect until any
with Negative Planar Energy (73/NS), this card can provide an other rule card is played.
instant win for a player. Another card which is good to play with Players without undead or werebeast champions in play gain 2
Level Drain is Crystal of Ebon Flame (13/AR). to the base levels of their champions and are immune to
A card with similar abilities is Amulet of Undead Aura (9/NS harmful events played by players who have undead champions
Chase). in their pools.

Magic Resistance When another rule card is put into play, this card must be
98/NS discarded. Rule cards can only be played before cards are
Unarmed Combat Card drawn at the beginning of a player's turn, or as a spoils of
Usable only by any undead. Attached champion is immune to victory.
offensive spell, magical items, artifacts and blood abilities until This rule card is designed to work against decks that rely on
the end of this player’s next turn. (Def/3/4) undead and werebeasts. Any player who does not have any
werebeast or undead champions in play gain 2 levels to the
Magic Resistance is an unarmed combat card playable by base levels of all their champions. Since rule cards activate
undead champions or champions with the special power first, any additional adjustments to a champion's base level
allowing them to play undead unarmed combat cards. takes place after this adjustment. If a player brings an undead
This card makes the attached champion immune to all or werebeast champion into play, all of that player's champions
offensive spells, magic items, artifacts and blood abilities until lose the bonus levels until the offending champion in out of
the end of this players' next turn. play.
With the multi-purpose defense that this card provides, it is a In addition to the level increase, all players eligible for the level
virtual must have for any undead deck. It is especially effective bonus also is granted immunity to all harmful events played by
against a Birthright deck as there are limited cards that impart players who have undead champions in their pools. This part
immunity to blood abilities in the game. is a little more tricky. If a player has a werebeast in his pool,
Cards with similar powers include Arak (60/4th), Dark Haven he does not get any level bonuses, but his events will affect
(188/4th) and the Throne of Bones (462/4th). those who do. Also if a player has an undead champion in
battle, but not in his pool, this rule card grants no immunity.
Rapid Regeneration These restrictions only apply to champions classified as
99/NS undead or werebeasts, not allies; unless the ally is being a
Unarmed Combat Card champion through something like the Magical Champion
Usable only by any undead. Attached champion gains 2 levels (402/3rd). One final clarification; this event immunity is
for every card attached to an opposing champion for this round bestowed only upon the champions and their attachments, it
of combat. (Def/3/40) does not extend to a player's realm formation, hand or draw
pile.
Rapid Regeneration is an unarmed combat card playable by
undead champions or champions with the special power Crime Does Not Pay
allowing them to play undead unarmed combat cards. 2/NS
The attached champion gains 2 levels for every card attached Chase
to the opposing champion. This ability is unusual in that you Rule Card
are counting on your opponent to play many attachments in Played at the beginning of the player’s turn, this card is not
order to boost your score.Your opponent will definitely think discarded. It affects all players and remains in effect until any
twice before playing cards that aren’t at least level 3 or higher. other rule card is played.
By limiting your opponent’s choice of playable cards, you can Players who have thieves in play must discard a card at the
gain a big advantage. beginning of their turn in order to use thief skills or Thiefs’
Rapid Regeneration is a good choice for an undead deck that special powers that turn.
has an attack theme.
When another rule card is put into play, this card must be

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discarded. Rule cards can only be played before cards are owner.
drawn at the beginning of a player's turn, or as a spoils of Remember that since Confused Hunchback is a harmful event,
victory. it cannot be played on champions who are immune to them.
This is a very specialized rule card created to hinder the However, a champion who is immune to events could still be
powerful potential of the Thief. Any player who has thieves in attacked by a monster under the influence of the Confused
play and wishes to use either their special powers or any thief Hunchback, as the event is not directly affecting the champion
skill cards must discard a card from their pool or hand. This under attack.
must be done in phase 0 (before any cards are drawn for that One of the best ways to use this card is to attach it to a
turn) and if not done or forgotten, that player cannot use any champion whose level is lower than the one you want it to
thief skill or thief special power for the entire turn. Once this attack. That way you can get first pick from your opponent's
rule card is in place, the only way around this power, aside hand. Go ahead and use the card you wouldn't want coming
from removing the rule card, is to not have any Thiefs in play at at you, like that Cataclysm! (119/4th). Another good reason to
the beginning of your turn. Then you are free to make use of choose the lower level is because your opponent can choose
thief skills and powers until the beginning of your next turn, to lose right away without playing a card otherwise, and you're
where you'll have to make a discard to be able to use those guaranteed to use at least one of his cards. Note that even if
cards. the affected player can declare a loss right away, he still must
Since this rule card only affects one type of champion, it could lay his entire hand face up.
prove to be useless in many games. Although having this rule Stan Brown is the confused Quasimodo.
card still enables you to get rid of another unwanted rule card,
and if you hate being suckered by the Con Game (82/DU), put Dark Prophesy
this rule card in your deck. 5/NS
Chase
Busted! Event
3/NS Play before any combat you’re not involved in, just after a
Chase defender comes forward. Write down who you think will win. If
Event you’re correct or the battle ends with no winner, draw three
Play any time to prevent a thief skill from taking effect. The cards or discard the top three cards from any draw pile. If
champion using the thief skill is immediately discarded. you’re wrong, raze or discard a realm in your formation.
(Harmful) (Helpful)

This event must be played after a thief skill card is played, Dark Prophesy is a Helpful event that can end up being
otherwise it will have no effect. When Busted! is played, it Harmful to the player of the event. This card is only useful in
cancels the effect of the targeted thief skill, and it also forces multi-player games, as you cannot be involved in the
the champion using the thief skill to be immediately discarded. impending combat. As combat is being initiated by the
This event is very nice when you need to stop those pesky defender, play this event and write down (or somehow secretly
thief skills, and being able to get rid of the champion is a nice indicate) which side will win this particular battle. If you are
added bonus. Be careful about using this event in a deck right or it ends without a victor, you can either draw three cards
where you also have thief skills, because if your opponent gets from your draw pile, or discard the top three cards from any
a hold of it via something like the Ninjas (239/4th), you could draw pile. If your Prophesy was wrong, you must raze or
face being Busted! yourself. discard a realm from your formation immediately.
Busted! has an added use in a particular situation. If you are This card may seem like a potentially double-edged sword, but
attacking a realm whose realm champion is or can be a Thief, it can be used quite effectively. Try to use it when the outcome
and the realm champion uses a thief skill, you could use of the battle is obvious; when a champion has the Thrice
Busted! to cancel the skill card and discard the champion. As a Hearty Cup of Balder the Red (1/FR Chase) cast on him, or
realm champion, once it's discarded, you've had a successful when Lovely Colleen (22/1st Chase) is facing a monster. This
attack. As long as Busted! isn't canceled, you'd be eligible for a strategy takes a lot of the guesswork out, and basically gives
spoils of victory. you three extra cards, or a chance to mess with your
A Thief immune to harmful events will escape being sent to the opponents draw pile.
discard pile, but that immunity does not extend to the just Since this is a Helpful event, it cannot be deflected or calmed,
played thief skill, unless the thief skill is attached to the but can still be canceled by the likes of Helm (255/4th) or
champion. Thus Gib Retlub (20/NSch) would not be discarded Limited Wish (382/4th).
Busted!, but the thief skill Con Game (82/DU) that was played The prediction made is for the current round, not the entire
by Retlub would be. battle.

Confused Hunchback Card Combo (from Philip D. Cornett): If Dark Prophesy is


4/NS played while sithicus is in play, Sithicus can be discarded to
Chase force both combatants to the Abyss. Since the battle ends with
Event no winner, the player can draw a total of four cards.
Play on any monster to force it to attack another player in its
own pool. The opposing player lays down his own hand face Dark Dreams
up and you both play cards from it until one side wins and 6/NS
draws a card, it may be played immediately. (Harmful) Chase
Event
This is an excellent event, and it's downright nasty. The Play at the end of a round of combat you’ve lost. Replay the
Confused Hunchback must be directed at a monster champion round of combat with the same champions, except that the
in any pool. That monster comes under the control of the winner’s attachments are discarded; you get to keep yours.
event player, who can now attack any other champion in the The previous round of battle never happened and this one is
same pool as the affected monster. Once the monster's target decisive. (Harmful)
has been selected, the affected player must lay down his hand,
face up. Combat is conducted normally, with both sides using This event is great, especially if you seem to lose combat
cards from the open hand. The loser is discarded and the because you run out of cards just one card too soon. This
winner gets to draw a card, which can be played immediately, card must be played immediately after you've lost a round of
like a spoils. Once the battle is over, the Confused Hunchback combat. At that point, you re-conduct the previous combat.
is sent to the Void, and if the monster champion was Your defeated champion gets to keep all the cards he had
victorious, it remains in it's own pool, now back in control of it's attached to him during the last round, including allies, spells,

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and spell-like support cards. The winning champion must face subject to an Elemental Swarm) all other cards would be
you, but all of his current attachments are discarded. Combat affected normally, while the champion with the Mirror could
then continues as normal. The winner of this round is the transfer his effect to any other champion, as if that champion
winner, and the previous round is simply forgotten. were in his place.
This event is very powerful, because it can stop a lot of actions Miranda Horner is gazing into the mirror, but that's not really
that took place. For example, if you were defending and the her reflection.
attacker used Cataclysm! (119/4th) to win the battle, you could
play Dark Dreams and effectively ignore the Cataclysm!, The Mirror of Corruption is not an evil artifact, although it has
because all cards played by the opponent (besides the been described as one. This magical mirror of neutral
champion itself) is simply discarded and never really alignment shows in it’s reflection the true essence and nature
happened. This also works great to get rid of those nasty of whomever looks into it. It is only Harmful to the onlooker
attachments, like Kevin's Blade of Doom (206/3rd) or the North when that person is not truthful to himself. Many a "good" man
Wind (14/UD). has been "corrupted" by gazing into this mirror.
This is a Harmful event, and can be affected by Calm (400/3rd)
or any other card that can cancel an event. Amulet of Undead Aura
9/NS
Celestial Lights Chase
7/NS Magic Item
Chase Subtract the base level of the attached champion from the
Event adjusted level of the opposing champion. (off)
Destroys all undead champions in one player’s pool and
prevents any undead champions from being involved in This magical item has all the benefits of some of the powerful
combat until the end of this player’s next turn. (Harmful) undead without the drawbacks. The attached champion is
able to subtract his base level from any opposing champion's
Celestial Lights is one of the many events that are able to wipe adjusted level. This is accomplished, and the attached
out undead champions. However, this event is a little more champion is not even considered undead, unless it already
selective than something like The Avatar (20/1st Chase). This was designated as such.
single event has two separate powers that come into effect. If the opposing champion's level goes below 0, he continues to
The first is that it destroys (discards) all undead champions in fight at the negative number, although probably not for long.
one player's pool, chosen by the event player. Secondly, no This card works exceptionally well with other cards that
undead champions anywhere can be involved in combat until subtract from the opposing champion's level. Good champion
the event player's next turn is over. choices include the Lesser Mummy (356/4th) and Winslow the
Normally when an event affects everyone it cannot be Lich (69/NS), not to mention any avatars, as their levels tend to
deflected, but Celestial Lights is a little different. A person can be much higher. Lady of Fate, Avatar of Istus (42/PO) wearing
play Deflection (137/4th) on this event only if his pool is the this Amulet can be devastating to all opponents. Also effective
target of the first effect. This effect can be re-directed as per is to use the Amulet of Undead Aura in conjunction with cards
the Deflection card. The rest of the event's power, prohibiting that increase the attached champion's base level. One nasty
undead in combat, continues to function for all players, example of this is attack or defend with Tiamat, God of Evil
including the Deflection player. Calm (400/3rd) could still be Dragons (44/DR), and play Cult of the Dragon (80/DR). Now
used to ignore this event as normal. attach the Amulet of Undead Aura and you can subtract your
One excellent use for this event is to play it right before you base level 40 from your opponent's adjusted level.
bring out/attack with a champion that has a weakness to Opposing champions whose level is reduced to zero or below
undead, like the King of the Elves (440/3rd). It can also give are not discarded, but may continue in battle.
you a fighting chance to attack when cards that favor undead, That's Anne Brown's neck on the card.
like Negative Planar Energy (73/NS) are in effect.
These amulets were first created by a mage named Malador
Mirror of Corruption the Black in order to help a force infiltrate an evil
8/NS necromancer's keep. This amulet effectively shielded the
Chase wearers from attack by mindless undead, because they were
Artifact no longer viewed as any type of threat. As an unexpected side
Offensive spells, psionic power cards, blood abilities, and effect, the wearers of these amulets would have a chilling
Harmful events are reflected away from the attached champion touch for up to ten days after taking off this item.
and affect the champion of this player’s choice, regardless of
immunities. Arcane Formula for a Lich
The Mirror of Corruption is an AD&D artifact, and can only be 10/NS
attached to AD&D champions, or through special powers, like Chase
using the Ego Coin (419/3rd) or the Gelatinous Cube Magic Item
(421/3rd). Can only be attached to a wizard. The attached champion
Here is an artifact that can really do some damage. Although becomes undead and gains 5 levels to his base level. This
this artifact grants no icon bonus to its attached champion, it item remains attached to him until he’s discarded; it cannot be
can reflect all offensive spells, offensive psionic power cards, discarded in any other way. (def)
offensive blood abilities and Harmful events that are directed at
this champion. The reflected effects are directed at any other This +5 magical item is only effective with champions
champion, chosen by the owner of the Mirror. This artifact also designated as wizards. All other champions, even those
has the ability to overcome any immunity that a target may capable of casting wizard spells, cannot use this card at all.
have, so that all cards reflected by the Mirror affect the new The +5 granted by the Arcane Formula for a Lich is added
target as if it has no immunities at all. This will even affect directly to the champion's base level, and that champion is
champions that have immunities to artifacts, so champions like now considered undead. Once attached, this magical item
Gib Htimsen (13/1st Chase) have reason to fear the Mirror of cannot be removed by any means except through causing the
Corruption. Being able to harm those champions with champion to be discarded. Not only does this mean that it is
immunities without having to rely on something like Mishakal's not affected by cards like Crystalbrittle (53/RR), but it also
Insistence (80/DL) makes this a must for any deck, as long as cannot be borrowed by Drawmij (276/4th) and the like.
you have a few AD&D champions. Since this magical item will have a limited number of potential
If the attached champion is not the only card affected by a champions in a deck with many champion types, it's
particular card, (for example, a pool containing the Mirror was recommended that you have several wizards in a deck with

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this item. Combining it with other magical items, like the Pavlov’s Bell
Amulet of Undead Aura (9/NS Chase) can make for a deadly 13/NS
combination. Especially if they are attached to a high level Chase
wizard like Kanchelsis (483/4th) Magic Item
This magical item increases the base level by 5 and increases Each turn, select any realm in any formation. If players attack
adjusted level by an additional 5. that realm on their turn, every one of their champions and
allies receives a +1 bonus. If not, each champion and ally is at
Many high-level mages have tried to perform the ritual that will –1. This player is not affected. (off)
lead to lichdom, but few have any real success. The process
is long and expensive, and if done incorrectly, usually results in This is another magical item that has no bonus and is of no
irreversible death. Some wizards, however, still feel this is a use during combat. In fact, this magical item does not affect
chance they're willing to take to continue their quest for power the player with it at all, but that's a good thing. Each turn, the
and knowledge. owner of Pavlov's Bell selects any realm in play. All other
players that attack the chosen realm gain +1 to all of their
Bag of Beans champions and allies during the attack. If they chose to attack
11/NS any other realm, all of their champions and allies receive a -1
Chase to their levels during their attacks.
Magic Item The player who has Pavlov's Bell gets neither the bonus nor
During phase 3 you may cut your draw pile and take the card penalty, no matter where her champions attack. When this
you cut to. If it is a realm, discard it immediately. Any other magical item is first brought into play, the player should decide
type of card may be held, put in the pool, or played as desired. on a targeted realm. After this selection, the player can
(def) change the targeted realm only during phase 3 of her turn. If
no new realm is selected, the original realm is still considered
This magical item grants no bonus and is of no use during the target, unless it has been discarded; in which case, no
combat. Instead, it allows the player to cut his draw pile during realm is targeted until the owner declares a new one.
phase 3 of his turn. He then takes the card cut to and replaces This magic item can be used in many different ways. The
the top half of the deck as normal. If the card cut is a realm, it owner could target a realm that she wanted to get rid of, so
is discarded. All other cards can be put into the player's hand, that she could bring her own into play. The player with the
pool, or, if playable during phase 3, played. All cards not most realms could become the recipient, so as to keep that
normally playable during phase 3 must go into the player's person from winning. It can also be used to help protect other
hand. realms in your formation. Perhaps your Tyr (28/4th) has lately
The Bag of Beans has the potential of hurting a player, through been under attack. Designate a stronger realm in your
discarding a realm, but the odds are against that. An average formation, like the Spiderfell (3/BR). Now if anyone wishes to
55 card deck during the third round of play has only a 22% attach Tyr, you can benefit from the -1 to their levels, and if
chance of cutting to a realm, although that rate changes as the they choose to attack the Spiderfell, the bonus will not help
draw pile dwindles. The benefit of this card, of course, is that them unless they can get by the realm's special power.
you get one extra card per turn, as long as you use it every
turn. Pavlov Lodestonn was a sage and wizard famous for his
Because of the nature of this item, it is probably best attached research with hellhounds, death dogs, and blink dogs. Many
to a champion that you don't plan on using in battle. Hettman of his experiments involved illusions and mind control spells,
Tsurin (257/4th) comes to mind. If a player also has the and their effects on the magically-enhanced canine species.
Dragon Font (20/AR Chase) in his pool, he can use the Through his research, many spells were speculated upon and
knowledge of the last few cards to his advantage when cutting created. It is this mage's work that was the foundation of the
his deck for the Bag of Beans. Using these two cards in wizard spell Blink in its original manifestation. This can be
conjunction will almost guarantee an extra card each turn recognized because when the mage blinks, a small ringing of a
without fear of discarding a realm. bell can be heard.
The Bag of Beans is used during phase 3 of a player's turn.
The player should reveal the card cut so that other players Ring of Lycanthropy
may see whether or not it is a realm. 14/NS
I was told that hand pictured on the card belongs to Shawn Chase
Costa. Magic Item
The attached champion becomes a werebeast and is immune
Shadow Cloak to offensive magical items of +4 or less enchantment. (def)
12/NS
Chase This ring grants the wearer a +4 level bonus, and bestows
Magic Item immunity to all offensive magical items whose bonus is +4 or
Attached champion can use thief skills. If attached to a thief less. Offensive magical items with no icon bonus whatsoever
the shadowcloak becomes a +8 and allows the thief to bypass are included in this immunity, while items of +5 or higher
a defending cleric or wizard and automatically raze a realm. function normally. In addition to this power, the champion is
The defending champion returns to his pool. (def) now considered a werebeast for as long as the Ring of
Lycanthropy is attached.
The Shadowcloak is a +5 magical item that grants its wearer Being considered a werebeast is a two-edged sword. while
the ability to use thief skills as if he were a Thief. If this is the champion can now benefit from such cards as Moonlight
attached to a champion that is already a thief, the bonus raises Madness (20/NS) and Harvest Moon (24/RL), it can also be
to +8. In addition to the +8, a thief wearing the Shadowcloak affected by cards that specifically target lycanthropes, like
can bypass a defending cleric or wizard in battle and raze the Summon Lycanthrope (43/UD) and Good Triumphs in the End
realm. This player would draw spoils of victory, and the (1/NS Chase).
defending champion would return to his pool. One important point to consider: offensive magical items that
Because the Shadowcloak allows the thief to bypass the have a icon bonus of less than +5 with powers that increase
defender, any special powers activated upon defeat would not their level may or may not work against the champion wearing
take effect. The defending champion returns to his pool as if this ring. Items like Javelin of Lightning (203/4th) would not
the battle just ended, or was stopped by a wall. Allies whose work, because the +7 increase is a separate power and not an
vindictive powers work when on the losing side of battle would addition to its original icon bonus, so neither would work. A
still function, since the realm was razed. The defending card like Staff of Striking (164/4th), however, would work
champion just wasn't defeated, that's all. against a champion wearing the Ring of Lycanthropy so long

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as the opposing champion was a cleric, thereby making the magical items, and become werebeasts also. It is important to
staff's level +8 instead of the +3. note that even though the Moonbeast's allies are immune to
offensive magical items, the Moonbeast himself is not. Here
Zombie are a few examples to help illustrate this point. If the
15/NS Moonbeast was attacking a champion who had the Horn of
Chase Change (10/RR Chase) attached, the defending champion
Hero could use the horn to force Moonbeast to switch any card but
Undead. The Zombie is immune to offensive psionic powers an ally, since the ally is immune. If the opponent tries to use
and the special powers of psionicists. It negates the level the horn when Moonbeast only has allies attached, the power
bonus of magical items and spells used by opposing is wasted. If a champion with the Net of Entrapment (169/4th)
champions. is combating Moonbeast, he can still play allies, since the allies
are immune to the item. Any magical item that does not target
The Zombie is a level 2 AD&D hero that is considered undead. the allies in any way will work normally against this champion.
It can use unarmed combat cards, including those only usable Cards that help all lycanthropes at the same time are good
by undead. This champion has immunity to all offensive cards to play with the Moonbeast, as they'll also benefit his
psionic powers and the special powers of all psionicist allies. Good examples are Moonlight Madness (20/NS), Night
champions. This immunity works whether the Zombie is in of the Blue Moon (32/PO), and Harvest Moon (24/RL). When
battle, or in a player's pool. When in combat, this champion using events like these, it's a good idea to include a Dungeon
also negates the level (icon) bonus of all magical items and card to protect them. The Azure Tower of Onad the Fallen
spells used by the opposing champion. This includes both (24/DU) or Purveyor of Events (16/DU) would both be
offensive and defensive items, but it does not include any effective.
special powers that the item might have. For example, if a
champion cast Fireball (363/4th) against the Zombie, it would The Moonbeast is a common name for one particular type of
not grant the +4 bonus, but all of the Zombie's allies of level 4 lycanthrope. The characteristics of this type of werecreature
or less would still be destroyed. focus on the fact that the afflicted person has no control over
Although quite strong in power, the Zombie can still be his shape-shifting abilities. Instead, it is driven by the phases
overtaken on sheer power, so it is useful to attach items that of the moon. Whenever the moon is full, and in many cases a
will greatly increase this champion's level. Cards like few days before and after, the afflicted Moonbeast will change
Legendary Artifact (Promo1), Girdle of Storm Giant Strength into it's animal form and hunt throughout the night. While in
(183/4th), and the Heart of Darkness (52/NS) are all good this form, it has only an animal intelligence, and possesses a
choices to use with the Zombie. This is a good champion to voracious appetite. When the moon sets, the Moonbeast
add to any undead theme deck, and since it's level is low, will reverts back into it's original shape, retaining no memory of the
still allow you room to add some of the higher level ones night's feeding frenzy. Persons who have this type of
without going over the level limit for your deck. lycanthropy tend to develop a fear of whatever animal type
they turn into during the full moon.
Varney the Vampire
Gib Lhadsemlo
16/NS
Chase 18/NS
Wizard Chase
Undaed; flyer. Can use his charm gaze to force one ally to his Monster
side during combat. If defeated in battle, he can change to mist This fearsome flesh golem is immune to offensive spells
and escape to Limbo, returning at the end of his player’s next (including Wish), magical items, psionic powers, blood abilities,
turn. unarmed combat cards, thief skills, and Harmful events.
Varney is a level 7 wizard champion from Ravenloft. He is
considered both undead and a flyer; and is affected by all This Gib champion is a great addition to any deck. Not only
cards that help or hinder both of these types. When in battle, does this Ravenloft monster possess a base level of 10, it also
he can force one ally to switch sides. The ally is chosen by has the largest range of immunities to date. Gib Lhadsemlo
this player, and can be chosen at any time, even before the and his attachments are immune to spells, magical items,
ally's special power, if any, has a chance to take effect, unless psionic powers, blood abilities, unarmed combat cards, and
that special power includes the fact that it cannot be forced to thief skills. This immunity only applies to the offensive
switch sides, like Dimock the Sprite (48/AR). varieties of these cards, not the defensive. Gib Lhadsemlo is
If Varney the Vampire is defeated in battle, he can go to limbo also immune to all Harmful events and the wish spell.
instead of being discarded. At the end of this player's next Basically, this means that this Gib champion can only be
turn, Varney returns to his pool. If another player has put their affected by allies, champions, artifacts, rule cards, and the
own Varney into play while the first one is in limbo, the original special powers of realms and holdings.
Varney is discarded instead of returning to the pool. It is with this thought in mind that you should consider what to
Even though Varney can go to limbo, he does not have to. If include in a deck with this Gib. Any cards that will allow Gib
this champion has the Winged Boots (186/4th) and was extra abilities (spell use, psionic power cards, etc.) will greatly
defeated by a non-flying champion, he could return to his pool increase his effectiveness. Other good choices are those that
immediately instead of going to limbo. Also, if the player would focus on his few weaknesses. Examples include: Amulet of
just rather have him discarded for one reason or another (like Plane Walking (33/BR), Amelior's Restraint (18/AR Chase),
when the Throne of the Mountain God (510/4th) is in play), he and Breath Charm (69/DU). And of course, if you attach the
is free to do so. Net of Entrapment (169/4th) to this champion, your opponent
That's Colin McComb as Varney. will only be able to play artifacts against you.
This card is not without it's weaknesses. Champions like
Lovely Colleen (22/1st ch), Young Strahd (8/ARch), and the
Moonbeast
Living Wall (58/PO) all can still put Gib Lhadsemlo in his place.
17/NS Chase Being so powerful when in combat, he becomes an obvious
Monster target for the special powers of cards such as the Assassins
Werebeast. All allies played with this champion become (221/4th) and The Scarlet Brotherhood (135/3rd).
werebeasts and are immune to offensive magical items. The handsome man on the card is Bill "Stomper" Olmsdahl.
The Moonbeast is an AD&D monster champion who is
Gib Hcivonad
classified as a werebeast. He is a high level champion, with a
base level of 8, and works best when played with allies. All 19/NS
allies played with the Moonbeast are immune to offensive Chase

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Hero The Spellfire Oracle, otherwise known as Jim Butler, makes
While this champion is in a player’s pool, any ally can be another appearance on this card.
played as an undead monster champion (base level equal to
its level bonus). It retains any special powers. If Gib Hcivonad Gib Irod
is discarded, no more ally champions can be played, but those 21/NS
in pool remain. Chase
Wizard
If you are the type of player who has enjoyed using the Undead. Can cast cleric spells. This reanimated horror is
Phantasmal Wolf (142/4th) in their deck, this champion is a immune to Harmful events, the Wish spell, and the special
must have. Gib Hcivonad is a level 6 AD&D hero. While he is powers of allies. In combat, her player may discard up to 3
in a player's pool, that player can bring any ally into his pool as cards from his hand and draw replacements.
if it was a champion. The ally retains its special powers, and
its icon bonus becomes its base level. Once in the pool, these This undead wizard is a level 13 Greyhawk champion. In
allies are considered undead AD&D monster champions. If addition to wizard spells, Gib Irod can also cast cleric spells.
Gib Hcivonad is discarded for any reason, no more allies can She possesses immunity to all Harmful events, the wish spell,
become champions for the player, but all those already in the and the special powers of all allies. These allies still retain
pool retain their champion status. their icon bonus.
Because these allies become undead AD&D monsters, cards When in combat, Gib Irod allows her player the chance to
that are geared to help these types should be a focus. Good discard up to 3 cards from her hand and draw a replacement
choices include Wand of Orcus (456/4th), Negative Planar card for each one discarded. This can be very useful in
Energy (73/NS) and many of the unarmed combat cards from combat when a player has no more useful cards, either
the Nightstalkers booster. Consider the Belly of the Beast because they aren't usable by Irod, or they’re restricted by the
(10/DU) when looking for a good dungeon card. opponent. This way, the player has a chance on getting
A deck containing this champion should rely pretty heavily on something useful. This power to trade a discard for a new card
allies. That way you can make full use out of this card. There has to be used all at once. If Gib Irod wanted one right after
are many good choices, but some to consider right away are attacking, she could not draw 2 more later in the combat. The
the Dreaded Ghost (246/4th), Loup-Garou (236/4th) and the number of cards traded cannot exceed 3.
Athasian Sloth (230/4th). You'll want to consider other Cards that recycle the discard pile are Helpful with this Gib.
attachments based on which allies you choose. Imagine what Myrmidons (210/4th) and Recall (74/DL) are two good
you can do with the Assassins (221/4th) wearing the Winged examples. Because of her high level and undead status,
Boots (186/4th). Negative Planar Energy (73/NS) and Orcus (44/NS) are great
Once these allies have entered this player's pool as cards to have in play with Gib Irod. With these two cards in
champions, they are now vulnerable to cards that target play, this champion would automatically defeat all non-cleric or
monsters and/or undead; and this should be considered when non-avatar champions of base level 18 or less.
choosing cards for the defensive. An excellent artifact to attach to Irod is the Book of the Dead
That's John Danovich on the card. (51/NS), because she can extend most of her immunities to
the rest of this player's undead.
Card Combo: If the ally Dreaded Ghost is brought into play as Behind all that makeup is Dori "the Barbarian" Hein.
a champion using Gib Hcivonad's power, and then the Wand
of Orcus is attached, opposing champions up to level 17 are
Gib Drawsemaj
instantly defeated.
22/NS Chase
Cleric
Gib Reltub
Avatar. Can be brought into play just after this player causes
20/NS an opponent’s realm to be discarded. When he appears, his
Chase player chooses the special powers of any two non-avatar
Thief champions to be his for that game. Limit one avatar per pool.
Elf; earthwalker. Can cast wizard spells. Gib Retlub is immune
to the effects of all events and may choose to ignore rule This Dragonlance champion is a level 20 cleric avatar. To
cards. Any Wish spells cast by him cannot be spell turned. bring Gib Drawsemaj into play, the player must cause an
opponent's realm to be discarded. This does not mean razed,
Here's a champion to help boost those thief or elf theme the realm has to be discarded to allow this avatar to come into
decks. Gib Retlub is a level 8 Forgotten Realms Thief. He can play. Any method to cause a realm to be discarded will work,
therefore use all thief ability cards. He is also considered an including things like Invisibility (339/1st), Cataclysm (119/4th)
earthwalker, and can attack any realm, regardless of position; and the Barbarian's Revenge (129/4th). This is one of the few
unless it specifically states some restriction to attackers. As an champions that can be brought into play at any time, during
elf, he gains any bonus or hindrance brought on by that anyone's turn, as long as the requirements are met.
distinction. When Gib Drawsemaj is first brought into play, the owner of
Gib Retlub can cast wizard spells, and any Wish spells this Gib must choose the special powers of two non-avatar
(384/4th) cast by him cannot be spell turned, although they can champions in play. If there is only one champion available for
be dispelled. He is immune to all events (Harmful and Helpful) this Gib to emulate, then he will lose the chance to copy a
and can choose to ignore any rule cards in play. The ability to second champion. You may only have one avatar at a time in
ignore a rule card is not the same as immunity to rule cards. your pool.
Retlub can decide when the rule card is played to ignore it or Because the special powers of Gib Drawsemaj must already
not. be in play, it's a good idea to have several champions that
A deck containing this champion must have a Wish (384/4th) you'd like to imitate already in your deck. Don't rely on copying
spell, just because you can cast it without repercussions. Thief just your opponent's champions. Many great combinations
abilities and other wizard spells would also extend his can exist for this champion. One set of powers worth copying
usefulness. Good dungeon card choices include Dungeon of would be Gib Lhadsemlo (18/NSch) and the Living Wall
the King (2/DU), and the Guildhall (27/DU). (58/PO). This champion is perfect for using items like
Cards like Spellbook (189/4th), Time Stop (383/4th), and the All- Goibhniu's Warhammer (32/UD), because his level is already
Knowing Eye of Yasmin Sira (10/AR) are all good choices to above the minimum. Drawsemaj is also a great cleric to have
use with Retlub. Another great card to use is Phantasmal Wolf cast Elemental Swarm (52/UD), since even without any
(142/4th), because Gib Retlub isn't affected, and can attack attachments, the swarm would be attacking all icons of level 10
normally. Just make sure your opponent doesn't have Gib or less in the targeted pool.
Hcivonad (19/NSch) already in play. It is important to note that avatars may not have their special

Night Stalkers - Página 328


power copied by any other champion, including another avatar. The Den of Thieves is a very powerful realm when you plan on
The two champions whose powers are selected must be in defending a lot. Because its power affects all the realms in a
play at the time Gib Drawsemaj is put in play. These powers formation, it may be wise to place it in the second rank or
are Drawsemaj's for the remainder of the game. If Drawsemaj farther back, so it isn't easily attacked. Also, any holding that
is discarded and then brought back into play, he chooses two can protect it from events and/or spells would help keep this
new powers of champions currently in play. realm safe.
The player must be the direct cause of the discarding of an When the Den is in play and unrazed, any player that attacks
opponent's realm. Redirecting another player's Cataclysm! with this player's formation must discard one card from either his
Deflection will not allow the player of Deflection to play Gib hand or pool for each and every champion and ally that is used
Drawsemaj. But the player of Cataclysm! can play Drawsemaj on his side of the battle. Because this affects the entire
if the realm of an opponent of that player is discarded. Siege! formation, realms that can defend twice, like The Trollmoors
can be used to bring Gib Drawsemaj into play. (9/4th) and Nibenay (226/3rd) are excellent choices to include in
A realm in play must be discarded. A realm discarded from an a deck containing the Den of Thieves. The same thing goes
opponent's hand will not allow Gib to be brought into play. for champions that can defend twice.
In order to get the most use out of this realm, attach a holding
Gib Aklem like Geneva Conclave (Promo2) and use Beneath Castle
23/NS Drawmij (25/DU) dungeon card to protect the holding. This
Chase basically protects the realm from any non-combat effects. Now
Psionicist combine these cards with any other cards that force your
Elf. This powerful mentalist can invoke his Telekinesis power opponent to discard cards. Examples include the Athasian
during combat, causing any champion to become his ally Sloth (230/4th), the Cat Burglar (78/NS), and Lady of Fate,
during that round. If he loses the round, the ally is discarded Avatar of Istus (42/PO). Add the Ring of Winter (455/4th) to
instead of him. (off/4) one of your champions, and you can keep your opponents’
hands down to almost nothing.
This Dark Sun Psionicist has a base level of 9. He is This realm’s power applies to any allies sent forward. Thus
considered an elf, and can be affected by cards that allies gained through the use of other cards, like the Axe of the
specifically target elves. Although this champion has a high Dwarvish Lords (457/4th), are still required to pay the fee when
level, and can use all psionic power cards, his real power is used.
displayed when he is involved in combat.
When in combat, he can use his Telekinesis power to force Mad Scientist’s Laboratory
any champion in play (that is not immune to offensive psionic 25/NS
powers) to become his ally for the current round of combat. Chase
Any attachments come with the new "ally". If Gib Aklem is Realm
victorious in battle, the ally returns with his attachments to his This player can reanimate champions and allies from and
original pool. If Gib Aklem is defeated, however, the ally discard pile. Each acts as a +1 undead ally. At the end of the
(including attachments) is discarded in his place, and Aklem battle, all cards used in this manner are placed in the Abyss.
returns to his own pool. Aklem has still been defeated, and
cannot attack or defend again that round unless granted by This is a Ravenloft realm, and can only have holdings that are
some other card, like the Scimitar of Speed (205/4th). designated as Ravenloft, or that can be attached to any realm.
One of the nastiest tricks you can do with Gib Aklem is to use The Mad Scientist's Laboratory can arguably be considered
your opponent's special powers against themselves. For the best realm in the Spellfire game to date. When in play and
example, keep Gib in your hand, and when you're attacked, unrazed, this realm grants the player the ability to reanimate
defend with Gib and force someone like Iuz the Evil (167/3rd) any discarded champions and allies. He can do this whether
to be your ally. Now lose. You get rid of Iuz, you can raze an he is attacking or defending, but only when he is involved in
opponent's realm, and you still have your champion for next When this player reanimates a champion or ally, it becomes a
time. You still must wait until you can legally play an ally (i.e. +1 undead ally for this player's champion in combat. They
you are on the losing side) before activating Aklem’s power. retain none of their original powers or levels. If the opponent
Gib Aklem's power is used during combat, which means a has some restriction that prohibits the playing of undead or
defender must be put forth before the power is used. Any allies, this player cannot use this power. When the battle is
champion other than the defender (or a champion immune to over, all cards reanimated by the Mad Scientist's Laboratory
psionics) can be selected as an ally. Gib Aklem's power can be are sent to the abyss.
used when in combat with a champion immune to psionics. It is There is no limit to the number of cards that can be affected in
only the "borrowed" champion that must not be immune to this manner, and through the use of this realm, this player can
psionics. effectively force all champions and allies in everyone's discard
A champion can only be used once in any battle, so Gib piles into the abyss. Since there are very few cards that can
Aklem's power cannot be used on a champion that has already retrieve champions and allies from the abyss, the player
participated in the current battle. Likewise, a champion used as possessing the Mad Scientist's Laboratory will soon be at a
an ally by Gib Aklem cannot later be used as a champion in great advantage. This player can reanimate cards from his
another round of the same battle. own discard pile, but they, too, will be sent to the abyss.
If for some reason Gib Aklem's ally is removed or forced to Since this realm itself has no immunities, it will probably
change sides, and Gib Aklem loses, Gib Aklem is discarded. In become the target for Cataclysm (119/4th), Disintegrate
addition, if an opposing card's power discards a champion, (393/2nd), Estate Transference (437/3rd), and the like. Having
rather than defeating him (such as Davron Parscall), Gib Limited Wish (382/4th), Calm (400/3rd), or Helm (255/4th) would
Aklem is discarded help contain this threat.
The best defense against this realm is to keep your champions
Den of Thieves out of the discard pile, either through cards like the Winged
24/NS Boots (186/4th), or by not losing. Otherwise, expect to have a
Chase really full abyss by the end of the game.
Realm The player of the Laboratory chooses which discard pile he will
When attacking any realm in this player’s formation, the draw on for the realm’s power at the beginning of combat.
attacking player must discard a card from his hand for each During that combat, the chosen discard pile is the only one he
champion and ally sent forward. is allowed to drain of champions and allies.
This realm allows the player to select one discard pile and use
This is an AD&D realm, and can only have holdings that are the champions and allies in that pile as +1 undead allies in any
AD&D or that can be attached to any realm. battle. The allies are +1 undead allies, without their special

Night Stalkers - Página 329


powers.The player can use the Laboratory's power whenever a player with Mad Scientist's Laboratory is losing the battle.
realm in the same formation of the Mad Scientist's Laboratory Once losing, the player may add allies until he is no longer
is being attacked. Also, the power can be used in each round losing the battle. If the opponent regains the lead in the
of battle, using a different discard pile for each round of combat, the player may add more allies from the same discard
combat. pile.
Allies can only be added when allowed, that is, when the

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DUN
Dungeons

Name Type Level World Blueline


1 Mausoleum of the Zombie Master Dungeon AD&D
2 Dungeon of the King Dungeon BR
3 Lair of Dregoth, the Undead Dragon-King Dungeon DS
4 Domain of Takhisis, Queen of Darkness Dungeon DL
5 Undermountain Dungeon FR
6 Labyrinth of Castle Greyhawk Dungeon GH
7 Under Castle Strahd Dungeon RL
8 Palace of the Celestial Light Dungeon AD&D
9 Field of the Battle Lord Dungeon AD&D
10 The Belly of the Beast Dungeon AD&D
11 Pit of the Mind Lord Dungeon AD&D
12 The Torture Room Dungeon BR
13 Maze of the Guild Dungeon AD&D
14 Carrock of High Magicks Dungeon AD&D
15 The Enchanted Land Dungeon DL
16 Purveyor of Events Dungeon AD&D
17 Spells of the Archmage Dungeon AD&D
18 Spells of the Friar Dungeon FR
19 Spells from the Grave Dungeon GH
20 Powers from the Savage Land Dungeon DS
21 Might of the Blood Right Dungeon BR
22 Song of the Dragonlance Dungeon DL
23 Bats in the Belfry Dungeon RL
24 The Azure Tower of Onad the Fallen Dungeon AD&D
25 Beneath Castle Drawmij Dungeon AD&D
26 Return of the Dwarven King Dungeon AD&D
27 The Guildhall Dungeon AD&D
28 The Dragon’s Refuge Realm AD&D
29 Cities of the Sun Realm BR
30 Border Post Realm 5 GH
31 Border Garrison Realm 10 GH
32 The Ruins of Lololia Realm RL
33 Tower by the Sea Realm FR
34 The Forgotten Ruins Realm DS
35 The Hidden Village Realm 8 FR
36 The Bitter Knoll Realm AD&D
37 The Ogre Hero 7 BR
38 Fire Dragon Monster 10 DL
39 Zaranda Star Regent 7 BR
40 Skulker Thief 5 AD&D
41 Jasper Hero 4 FR
42 The Hapless Halfling Thief 5 DL
43 Feral Halfling Hero 9 DS
44 Dearlyn Ambersong Wizard 6 FR
45 Tyvorg the Frost Giant Cleric 10 GH

Dungeons - Página 331


46 Troglodyte Ally 5
47 Hook Horror Ally 6
48 Lurker in the Earth Ally 9
49 Skull Tumor Ally 3
50 Hero Slayer Ally 6
51 The White Weird Ally 7
52 Psion Sucker Ally +?
53 Master Illithid Ally 7
54 Bottomless Horror Ally +?
55 Boiling Oil Artifact 4 GH
56 Siege Ladder Artifact 5 DS
57 Net of Ensnaring Artifact 3 FR
58 Battering Ram Artifact +? GH
59 Ballista Artifact 5 DL
60 Cannon Ball Artifact 3 BR
61 Borer Artifact 7 RL
62 Catapult Artifact 6 AD&D
63 Siege Machine Artifact AD&D
64 Sword of Sharpness Magic Item 3
65 The Triton Throne Magic Item 4
66 Flask of Curses Magic Item 5
67 Crystal Dragon Figurine Magic Item 3
68 Amulet of the Dragon King Magic Item
69 Breath Charm Magic Item 7
70 Pearl Pegasus Magic Item 5
71 Clockwork Ogre Magic Item 8
72 Amulet of Spell Turning Magic Item 3
73 Psionic Disintegration Psionic Power
74 Magic Draining Field Psionic Power
75 Drain Will Psionic Power
76 Eat Dirt! Unarmed Combat Card
77 Vital Blow Unarmed Combat 5
78 Supernatural Strength Unarmed Combat
79 Create Minion Blood Ability
80 Melt Bone Blood Ability 6
81 Death Field Blood Ability
82 Con Game Thief Skill
83 Legal Loophole Thief Skill
84 Tumble Out of Danger Thief Skill
85 Broad Jump Thief Skill 4
86 Hijacking Thief Skill
87 Fortune Telling Thief Skill
88 Gather Information Thief Skill
89 Intimidation Thief Skill
90 Trailing Thief Skill 5
91 Extension I Wizard Spell AD&D
92 City Shield Wizard Spell BR
93 Spectral Dragon Wizard Spell DL
94 Ball Lightning Wizard Spell +? FR
95 Drawmij’s Beneficent Polymorph Wizard Spell GH

Dungeons - Página 332


96 Animate Gargoyle Wizard Spell RL
97 Minions of Darkness Wizard Spell AD&D
98 Conjure Greater Fire Elemental Wizard Spell +? DS
99 Divine Assistance Cleric Spell AD&D
100 What Comes Around Goes Around Rule Card

Chase Cards

Name Type Level World Blueline


1 Winner’s Trophy Artifact 5 AD&D
2 Pretty Magical Ring Magic Item 6
3 Fighting Dirty! Thief Skill +?
4 Dissolution Wizard Spell
5 Black Hand Thieves’ Guild Holding AD&D
6 Elminster’s Intuition Event
7 Fool’s Paradise Event
8 Aliki Thief 6 GH
9 Lilac Hesabon Hero 5 FR
10 Enter Darkness Together Event
11 Recorder of Yé Cind Artifact 3 AD&D
12 Telarie Willowind Hero 7 GH
13 The Llama King Hero 9 AD&D
14 Necba the Wrathmaker Thief 5 DL
15 Shan, Karate Master Hero 7 FR
16 Handmine Event
17 The Builder Hero 5 GH
18 Slorath’s Gloves Artifact 2 AD&D
19 Rary’s Apprentice Wizard 4 GH
20 Poor Oriental Lord Thief 10 FR
21 Highmaster Illithios Psionicist 10 AD&D (Def)
22 Chaos Lord Regent 9 BR
23 Giant Troll Ally 10
24 Elyk the Bard Thief 5 AD&D
25 Dor Amberglow Hero 5 FR

Dungeons - Página 333


Mausoleum of the Zombie Master If a Greyhawk realm of a player with the Labyrinth is being
1/100 attacked, another player, even a player not involved in the
Dungeon battle, can play Cataclysm on that realm. Likewise, during
Common combat, the realm being attacked can be affected by
This player's champions can never enter the Abyss. If sent Tarrasque.
there by an opposing player's action, the champion instead Because razed realms have no powers & endash; and do not
goes to the discard pile. If sent there by this player's action, it retain a "Grehyhawk" nature & endash; they are not protected
is removed permanently from the game. by the Labyrinth.

The Mausoleum causes any champion sent to the Abyss by Cúpula BSW 2010: Protege os reinos deste jogador de serem
another player to be sent to the discard pile instead. If the descartados também para o abismo fora de combate.
player's own action causes one of his champions to go to the
Abyss (such as Karlott the Shaman or the Gatekeeper), the Cúpula BSW 2021: Caso um jogador obtenha como espólio
card instead goes to the Void. de vitória uma carta que descarte ou arrase um reino da
formação, ele não poderia lançar contra outro que esteja
protegido pela dungeon, pois, embora o espólio possa ser
Dungeon of the King
usado no momento em que é comprado, o poder da dungeon
2/100 ainda é válido e impediria que o reino fosse descartado ou
Dungeon arrasado, já que não haveria combate.
Common
This player's champions do not need to ask permission to use
Under Castle Strahd
spells, psionic powers, unarmed combat cards, blood abilities,
or thief skills. 7/100
Dungeon
Common
Lair of Dregoth, the Undead Dragon-King
This player's Ravenloft champions all become undead, and
3/100 Young Strahd's special power has no effect on this player's
Dungeon champions.
Uncommon
This player may discard a Dark Sun champion from his pool or
Palace of the Celestial Light
hand to psionically turn a just-cast spell back at its original
caster. 8/100
Dungeon
This dungeon's power is considered a psionic power, and can Common
be negated with Brain Drain, Dispel Psionics, and Psionic This player's clerics need never ask permission to cast spells.
Reflection. Similarly, the dungeon's power does not function if Avatars may not attack this player's realms, nor may they
Psychic Storm is in play. defend against this player's cleric champions.

Domain of Takhisis, Queen of Darkness Field of the Battle Lord


4/100 9/100
Dungeon Dungeon
Common Rare
This player's monster (dragon) champions are immune to all This player's heroes do not discard unarmed combat cards at
events, spells, artifacts, and magical items that instantly the end of combat. Instead, they are retained for future
discard or defeat them. combat, adding the cards' bonuses but ignoring their special
powers.
Only champions that are both monsters and dragons benefit
from this rule card. The Belly of the Beast
10/100
Undermountain Dungeon
5/100 Common
Dungeon This player's monsters are immune to hero unarmed combat
Common cards. They may also use any unarmed combat card
Each time this player is entitled to draw spoils of victory, he themselves (hero, dragon, undead, etc), regardless of
may also take the bottom three cards of his draw pile. Any restrictions.
monster champions there may be placed into his pool. Any
other cards are placed on the top of his draw pile. A player with the Belly of the Beast is immune to any unarmed
combat cards that do not specifically indicate they are usable
by certain types of champions other than heroes (e.g. "usable
Labyrinth of Castle Greyhawk
only by dragons").
6/100
Dungeon
Pit of the Mind Lord
Rare
This player's Greyhawk realms may only be razed or discarded 11/100
through combat. Dungeon
Common
Cataclysm can be used in combat to discard the realm being This player's realms and his psionicist champions are immune
attacked. Similarly, Tarrasque and Raze can be played during to all spells cast in phase 3.
combat on the realm being attacked.
Although the power of Iuz the Evil takes effect after combat The Torture Room
has ended, because Iuz's power is combat-related, Iuz can 12/100
raze the realm being attacked, even if protected by the Dungeon
Labyrinth of Castle Greyhawk. Common
The player with the Labyrinth may voluntarily choose to raze a This player may reshuffle his discard pile into his draw pile any
Greyhawk realm, such as in using the power of Scarlett time there are three or more blood abilities in his discard pile.
Brotherhood. No champions have immunity to this player's blood abilities
while this dungeon card is in play.

Dungeons - Página 334


Might of the Blood Right
Maze of the Guild 21/100
13/100 Dungeon
Dungeon Common
Common This player's champions are all considered regents and can
This player's thief champions can use stealth to attack any use blood abilities.
realm, regardless of powers or restrictions. Allies must still
follow movement restrictions. Song of the Dragonlance
22/100
A player with the Maze can attack the realms of a player using Dungeon
the dungeon card Song of the Dragonlance. Rare
This player's realms can only be attacked by flyers, swimmers,
Carrock of High Magicks or earthwalkers. His champions and allies all have the ability to
14/100 swim as needed.
Dungeon
Rare Jim Butler says: “The player's champions would only be
This player can keep a spellbook. Each time this player is swimmers when it was time for them to be swimmers, such as
entitled to draw spoils of victory, he may instead search when they were attacking a coastal realm (or one that was
through his draw pile and retrieve any spell; the spell cannot otherwise protected). During those times, they'd be subject to
be played immediately. all of the normal nastiness that swimmers would be subject
to.(http://oracle.wizards.com/scripts/wa.exe?A2=ind9803E&L=
The Enchanted Land spellfire-l&P=R2224)
15/100 And I also think that the ruling that Volcanic Eruption affects all
Dungeon the realms of a player that has Song of Dragonlance is a really
Common cheap shot. There isn't any other card in Spellfire that will
This player's champions and allies become elves, elves automatically razes ALL the realms a player has. And I don't
(drow), dwarves, or halflings as the player chooses. Selection think there should be now. You should have to fight and win
must be made in phase 3 and lasts until the player's next battles and if getting there is part of the requirement then that's
phase 3. part of the strategy for fighting the battle.
Liga BSW (ROC 5-2011): Se dois jogadores que possuem
Different choices may be made for different champions and esta dungeon ambos podem atacar sem restrição somente ao
allies. primeiro reino da formação de cada um, desde que este não
tenha restrição ao ataque de nadadores. Song of the
Purveyor of Events Dragonlance habilita este jogador a tornar seus campeões
16/100 nadadores quando necessário, seja este passo 3 ou 4.
Dungeon
Uncommon Bats in the Belfry
This player's helpful events cannot be negated or cancelled by 23/100
any card. Dungeon
Rare
Unusually Good Fortune can still be used normally against a No offensive magical items can be used by opponents when
player using Purveyor of Events, since Unusually Good attacking this player's realms. The items remain behind in the
Fortune does not negate or cancel the Good Fortune on which attacker's pool. If the champion returns, they are reattached; if
it is played. not, the items are discarded.

Spells of the Archmage Champions with special powers that do not allow magical
17/100 items to be removed, such as Mordenkainen and Falx the
Dungeon Silver Dragon, must still leave their magical items behind if
Common they choose to attack an opponent with Bats in the Belfry.
Any wizard spells with a stated duration that are cast by this
player's AD&D champions are doubled in duration. The Azure Tower of Onad the Fallen
24/100
Spells of the Friar Dungeon
18/100 Rare
Dungeon This player's helpful events cannot be negated, and his
Common harmful events cannot be copied. Events that are discarded
Any cleric spells with a stated duration that are cast by this without being used are placed in the discard pile instead of the
player's Forgotten Realms champions are doubled in duration. Abyss.

Spells from the Grave Cúpula BSW 2008: Esta Dungeon deixa seus eventos
19/100 benéficos imunes de serem cancelados ou negados.
Dungeon
Rare Beneath Castle Drawmij
Any defensive spells cast by this player's undead Greyhawk 25/100
champions cannot be dispelled or turned. Dungeon
Uncommon
Powers from the Savage Land This player's holdings cannot be discarded except by razing
20/100 the attached realm. This player can ignore the Rule of the
Dungeon Cosmos when playing holdings.
Common
Psionic power cards used by this player's Dark Sun champions Return of the Dwarven King
are doubled in bonus level. 26/100
Dungeon

Dungeons - Página 335


Common These ruins are so forlorn that only undead champions and
This player's dwarf champions are immune to all events allies will attack this realm.
(helpful and harmful). This player's dwarves add 3 to their
adjusted levels. The world logo is missing on this card, but it is considered a
The Guildhall Ravenloft realm.
27/100 Due to a printing error, the Ravenloft logo is not shown on
Dungeon some of the cards. However, even without the logo, Iolonia is
Common considered a Ravenloft realm.
Each time this player's thief champions are in combat, their
player may take the top card from any other player's draw pile. Tower by the Sea
If it can be legally played, do so. Otherwise it goes to its 33/100
owner's hand. Cards used are returned to the bottom of the Realm
owner's draw pile after combat is resolved. Dragonlance
Rare
The Dragon's Refuge The lighthouse is a haven, letting this player increase or
28/100 reduce his swimming champions' and allies' base level by 3.
Realm
AD&D The Forgotten Ruins
Uncommon 34/100
If an opposing player's dragon champion is defeated in Realm
combat, this player may attach the dragon to this realm and Common
use it as an ally (level only) the next time the realm is attacked. A powerful psionic shield emanates from this realm, protecting
this player's champions from unarmed combat cards.
The power of the Dragon's Refuge takes effect after any
opposing player's dragon champion is defeated, even if the The power of The Forgotten ruins is considered an immunity. It
combat does not involve an attack on the Dragon's Refuge. is therefore affected by cards like Takhisis' Helmet of Power
(which negates all immunities).
Cities of the Sun By making a player's champions immune to unarmed combat
29/100 cards, this realm's power protects the player from Fighting
Realm Dirty, since champions' immunities protect the player during
Birthright combat.
Common
This player's champions may all use blood abilities. The Hidden Village
35/100
Border Post Realm
30/100 Common
Realm The treant ally guarding this realm is immune to all cards
5 played by or attached to an opposing champion except those
Greyhawk that contain the word "fire" or "flame."
Uncommon
This realm can defend itself as a level 5 hero. If it is in the Bitter Knoll
same formation as the Border Garrison, its level adds to that 36/100
realm. Realm
Common
Border Garrison Any realm played into the formation after the Bitter Knoll is
31/100 converted into an AD&D realm. If this realm is razed or
Realm discarded, all converted realms return to their original
10 trademarks.
Greyhawk
Rare The Ogre
This realm can defend itself as a level 10 wizard. Regardless 37/100
of where it is in the formation, it must be attacked first. Hero
7
If a player wishes to attack a formation containing the Border Birthright
Garrison, he must attack the Border Garrison. Movement Common
restrictions remain in effect, so if the Border Garrison is Awnshegh; can use blood abilities and all unarmed combat
protected, only flyers or earthwalkers can attack. cards. In combat this player may take the top three cards from
any opponent's draw pile. Any monsters join the Ogre's side as
Card Combo: To make your formation nearly impossible to allies; all other cards are placed at the bottom of the owner's
attack, place Border Garrison in a protected location in the draw pile. At the end of combat, the monster-allies go to their
formation (at least one realm is in front of it in the formation). owner's pool.
Then attach the Triton Throne. Any attack must first target
Border Garrison. Triton's Throne allows only swimmers to Fire Dragon
attack. Border Garrison is protected and does not show 38/100
coastline, so swimmers cannot attack. Only a champion that is Monster
both flyer and swimmer, such as Deathstream, Black Dragon 10
and Mykell, Amethyst Great Wyrm, can attack. Dragonlance
Rare
The Ruins of Iolonia Flyer. This monster's searing breath weapon destroys all cards
32/100 attached to a champion when it first enters combat. Other
Realm cards can be attached subsequently.
Ravenloft
Rare Zaranda Star

Dungeons - Página 336


39/100 begun, the attacking player may put forth another champion,
Regent but Tyvorg must continue to defend.
7
Birthright
Common
Adventurer. Zaranda can store blood abilities face down Troglodyte
beneath her in the pool, using whichever ones she wishes in 46/100
combat. Ally
+5
Skulker Common
40/100 Underdark. This creature's odor is such that all cards in an
Thief opposing player's force of icon level 4 or less are discarded
5 (including the champion, if applicable).
AD&D
Rare The Troglodyte's power causes all cards in the opponent's
Swimmer. Leader of a band of undersea pirates, Skulker can force of icon level 4 or less to be discarded. This includes
plunder any opponent's discard pile during combat, using any cards with no icon level.
allies, magical items, or artifacts (if legal) found there. At the The Troglodyte's power continues throughout the battle. Any
end of the round, the cards are returned to their owner's draw new cards of icon level 4 or less that are played by the
pile, which is reshuffled. opponent are immediately discarded.

Jasper Hook Horror


41/100 47/100
Hero Ally
4 +6
Forgotten Realms Common
Uncommon Underdark. Because of this creature's acute hearing, it can
Adventurer. Cautious and wary, Jasper deflects unarmed "hear" the next card to be played by an opposing player (the
combat cards played against him to a champion in any pool. card is shown but not played) and choose to scuttle back to its
pool along with the attached champion.
The Hapless Halfling
42/100 The Hook Horror's power applies to the first card to be played
Thief by the opposing player after the Hook Horror has been played.
5 If the Hook Horror's power is used, the Hook Horror returns to
Dragonlance the pool and remains attached to the champion. It can be used
Common with the champion in its next battle.
Adventurer. A morale booster, the halfling adds 2 levels to all
fellow adventurers and halfling champions and allies played by Liga BSW (ROC 2-2011): o campeão que retorna ao poço
this player. não é considerado derrotado.

Feral Halfling Lurker in the Earth


43/100 48/100
Hero Ally
9 +9
Dark Sun Uncommon
Uncommon Underdark; earthwalker. The Lurker can be played at any time
Can use all unarmed combat cards and defensive psionic as a harmful event to burrow over to a player's pool and
powers. An opposing champion defeated by the feral halfling is devour (discard) any earthwalking champion of level 6 or less
eaten (sent to the Abyss.) or it can be played in combat to discard one opposing ally
already played.
Dearlyn Ambersong
The Lurker functions as an event to discard a champion, and
44/100 functions as an ally to discard an opposing ally in combat.
Wizard
6
Skull Tumor
Forgotten Realms
Common 49/100
Adventurer. Especially distrustful of thieves, Dearlyn can Ally
choose to negate one thief skill played against her or a fellow +3
adventurer in combat once per turn. Rare
Underdark. This ally may be played directly into a pool; this
player's discarded champions are attached to the Tumor,
Tyvorg the Frost Giant
which increases in level only and may be used in any future
45/100 combat. Immune to events.
Cleric
10 Cúpula BSW 2009: Os campeões anexados nele não podem
Greyhawk ser usados para baixar Avatar;
Common
Can cast wizard spells. Tyvorg instantly slays the Living Wall
Hero Slayer
when he is brought into play. For each giant ally played with
him, Tyvorg's base level increases by 10. 50/100
Ally
Tyvorg's power takes effect when he is played, so if Tyvorg is +4
played from the hand to defend against the Living Wall, the Common
Living Wall is instantly destroyed. Because combat has not Giant. This ally negates a just played unarmed combat card or
instantly slays an opposing hero of base level 4 or less.

Dungeons - Página 337


Bottomless Horror
Cúpula BSW 2015: Este aliado pode ser jogado para negar 54/100
uma carta de combate desarmado recém-jogada apenas Ally
durante o passo 4. +?
Uncommon
The White Weird Underdark; earthwalker. This horrid creature can reach into
51/100 any player's Abyss when in combat. The icon levels of all
Ally cards there are totaled to become the Horror's bonus. The
+7 cards used are removed from the game.
Rare
Underdark; flyer. The White Weird can be played at any time Only cards with icon numbers are affected by the Horror and
as a harmful event to fly over to a player's formation and then removed from the game.
poison (discard) one holding or it can be played in combat to
halve (round down) an opposing champion's adjusted level. Boiling Oil
55/100
Because the White Weird is played as an event when used to Artifact
discard a holding, it can be used against a holding attached to +4
Menzoberranzan, which is normally immune to flyers. Greyhawk
Rare
Psion Sucker This artifact can only be attached to a Greyhawk realm. Any
52/100 attacking champions are destroyed in a vat of boiling oil after
Ally the battle (win or lose) and discarded.
+?
Common Realm artifacts can be played (attached to a realm) in phase 3
When this dreaded ally appears in combat, all psionicists in or in phase 4 if the realm is defending itself.
play are reduced by 2 levels, which are added to the Psion
Sucker. The level reductions last until this player's next turn. Siege Ladder
56/100
Master Illithid Artifact
53/100 +5
Ally Dark Sun
+7 Uncommon
Uncommon This artifact can only be attached to a Dark Sun realm. Any
Underdark. When played, this ally can shift any two cards of cards attached to attacking champions are discarded after the
one type in the opposing player's force to this side. Choice battle (win or lose).
need not be immediate.
Realm artifacts can be played (attached to a realm) in phase 3
During a round of battle, the Master Illithid can shift up to two or in phase 4 if the realm is defending itself.
cards of the same type (e.g. ally, magical item, thief skill,
wizard spell, etc.) that are attached to the opposing champion Net of Ensnaring
to the player's side. This can include cards not normally usable 57/100
by the Master Illithid or its champion, such as artifacts from a Artifact
different world. +3
The Master Illithid need not use its full power all at one time. Forgotten Realms
For example, the Master may choose to take one ally, and Rare
then take another ally later in the round of battle. However, This artifact can only be attached to a Forgotten Realms realm.
once the card type to be taken is chosen (e.g. when the first Any cards played by attacking champions during combat are
ally is taken), the card type cannot be changed. sent to the Abyss after the battle is resolved.
If a card's power has already activated, it does not reactivate
once the Master Illithid has moved it to his side. For example, if Realm artifacts can be played (attached to a realm) in phase 3
the Master Illithid is used to shift Fighting Dirty after its power or in phase 4 if the realm is defending itself.
has been used, it retains its level bonus but cannot be used
again to discard the opponent's cards.
Battering Ram
If the Master Illithid tries to shift cards whose powers have
already been "used up", the attempt is legal, however, the 58/100
cards will not be useable by him. If ever the Master Illithid Artifact
takes a card that is unuseable, he is just preventing your +?
opponent from using it which is a perfectly legal action. Greyhawk
Uncommon
Se Master Illithid muda de lado em uma batalha, as cartas This artifact can only be attached to a Greyhawk realm. Its
puxadas mudam de lado juntamente com ele. bonus is equal to the number of Greyhawk realms and
holdings in play.
Regra existente na carta Symbol of Persuasion [60-DR]
“An example is if the ally Master Illithid [DU-53] has shifted two Realm artifacts can be played (attached to a realm) in phase 3
magic items from an opponent and the opponent plays this or in phase 4 if the realm is defending itself.
symbol, then the ally switches sides and the magic items also
switch sides since that player no longer controls the Master Ballista
Illithid.” 59/100
Artifact
Cúpula BSW 2009: Este aliado pode pegar cartas oponentes +5
mesmo se estiver vencendo. Dragonlance
Rare
Cúpula BSW 2015: O poder do aliado pode ser usado para This artifact can only be attached to a Dragonlance realm. If
roubar cartas antes da ativação de seus poderes. this realm is attacked, it can target an opposing player's pool
and destroy one artifact or magical item.

Dungeons - Página 338


+4
Realm artifacts can be played (attached to a realm) in phase 3 Common
or in phase 4 if the realm is defending itself. This magical item may only be attached to any realm. Its +4
bonus adds to any champion defending the realm and only
Cannon Ball swimmers may attack the attached realm. (Off)
60/100
Artifact The Triton Throne may be attached to a realm during phase 3
+3 or 4. Attaching the throne to a realm makes is vulnerable to
Birthright Volcanic Eruption.
Rare
This artifact can only be attached to a Birthright realm. If this Card Combo: To make your formation nearly impossible to
realm is attacked, it can fire into an opposing player's pool and attack, place Border Garrison in a protected location in the
kill one champion. formation (at least one realm is in front of it in the formation).
Then attach the Triton Throne. Any attack must first target
Realm artifacts can be played (attached to a realm) in phase 3 Border Garrison. Triton's Throne allows only swimmers to
or in phase 4 if the realm is defending itself. attack. Border Garrison is protected and does not show
coastline, so swimmers cannot attack. Only a champion that is
both flyer and swimmer, such as Deathstream, Black Dragon
Borer
and Mykell, Amethyst Great Wyrm, can attack.
61/100
Artifact
Flask of Curses
+7
Ravenloft 66/100
Rare Magic Item
This artifact can only be attached to a Ravenloft realm. It +5
instantly destroys all opposing allies and magical items of less Common
than level 7. The attached champion becomes a swimmer. If the champion
with this item is defeated in combat, the flask is attached to the
Realm artifacts can be played (attached to a realm) in phase 3 victor, becoming a -5 item that negates the attached
or in phase 4 if the realm is defending itself. champion's special powers. (Off)

Catapult Crystal Dragon Figurine


62/100 67/100
Artifact Magic Item
+6 +3/+9/+18
AD&D Uncommon
Common This figurine can be used to add a +3 in battle; or can add a
This artifact can only be attached to an AD&D realm. At any +9, but it is then discarded; or can add a mighty +18, but then
time during a round of combat, this player can choose to both the magical item and the attached champion are
catapult the attacking champion to the Abyss. This realm is discarded. (Def)
razed and the artifact discarded, but no one gains spoils.
If the Crystal Dragon figurine is used as a +18 bonus magical
Realm artifacts can be played (attached to a realm) in phase 3 item, the champion must be discarded, regardless of any
or in phase 4 if the realm is defending itself. special powers of the champion or any attachments. For
example, if Rary the Traitor uses the Figurine at its full +18
bonus while Rary's Apprentice is in play, Rary must still be
Siege Machine
discarded, since the player must voluntarily forego the
63/100 Apprentice's power in order to use the full Figurine bonus.
Artifact
AD&D
Amulet of the Dragon King
Common
This artifact can only be attached to an Underdark realm. It 68/100
protects all holdings in the player's formation, allowing a Magic Item
holding to be moved to another realm if its attached realm is Uncommon
razed or discarded; the holding is discarded if it cannot be This magical item can only be attached to any realm. For each
attached to a new realm. attacking champion defeated while defending the attached
realm, 1 dragon champion can be returned from the discard
Realm artifacts can be played (attached to a realm) in phase 3 pile to this player's pool or hand. (Def)
or in phase 4 if the realm is defending itself.
Breath Charm
Sword of Sharpness 69/100
64/100 Magic Item
Magic Item +7
+3 Common
Common This powerful charm makes the attached champion immune to
This weapon easily pierces the strongest armor, instantly the special powers of an opposing dragon. (Def)
defeating champions of base level 3 or less. (Off)
Pearl Pegasus
Card Combo: Sword of Sharpness is very effective with 70/100
Brandobaris's Inversion (All champions of base level 6 and Magic Item
above are reduced to level 2...) in play, instantly defeating +5
champions with a base level of 3 or less. Rare
This figurine of wondrous power causes its owner to become a
The Triton Throne flyer. The figure's flight is so dexterous that the owner is
65/100 immune to all offensive spells, psionic powers, blood abilities,
Magic Item

Dungeons - Página 339


unarmed combat cards, and thief skills that affect a single Common
target. (Def) Can be played at any time to negate all spells in play, including
a just cast spell. No more spells may be cast until the end of
The Pearl Pegasus gives the attached champion immunity to this player's next turn. (Def)
psionicist's powers, including powers such as Davron Parscall
's death field. Drain Will
75/100
Clockwork Ogre Psionic Power
71/100 Uncommon
Magic Item Discards one champion of adjusted level 9 or less in one pool.
+8 No champions in that pool may attack until after that player's
Uncommon next turn. (Off/3)
If the attached champion is discarded in battle, this mechanical
marvel returns to the pool and is instantly attached to another Eat Dirt!
champion. If there are no champions in the pool it returns to 76/100
this player's hand. (Def) Unarmed Combat Card
Common
Amulet of Spell Turning Opposing champion returns to his pool with his attachments.
72/100 The battle may continue with a new champion. (Off/4)
Magic Item
+3 Vital Blow
Rare 77/100
Whenever an offensive spell is cast at the attached champion Unarmed Combat Card
or his pool, this player cuts his draw pile and checks the last +5
digit of the card number of the card revealed. If it is 0-7 the Uncommon
spell is turned back at the caster. On an 8 or 9 the spell takes The opposing champion is sent to the Abyss if defeated,
effect normally. (Def) regardless of any special power he may have. (Off/4)
The Amulet is effective against spells cast at the attached
Supernatural Strength
champion, spells cast generally against the player's pool (such
as Death Fog), and spells cast at other champions and 78/100
attached cards in the pool. Unarmed Combat Card
Because of the wording on the card "Whenever an offensive Common
spell is cast...," the Amulet can only be used once per Usable only by any undead or dragon champion. The base
offensive spell. If an offensive spell is successfully spell-turned, level of this champion is doubled until the end of this round of
and then the original caster plays Spell Turning, the Amulet combat. (Off/4)
cannot be used again, since a second offensive spell has not
been cast. Create Minion
79/100
Psionic Disintegration Blood Ability
73/100 Common
Psionic Power Return one champion from your discard pile to your pool. The
Rare restored champion is now considered undead. (Def/3/5)
Cannot be used in a deck containing Disintegrate (393/2nd).
Destroys one realm, regardless of position. The destroyed Card Combo (from Bluntaxe's Spellfire Page): Use Armor of
realm must be discarded. This player can make no attacks this the High King to recover Create Minion each time it is used to
turn. (Off/3) retrieve a champion from the discard pile. If the Staff of
Mimicry is used to duplicate the Armor, two champions can be
Despite the specific notation on the card, Psionic recovered each turn. This combo is very effective to recover
Disintegration cannot be used in a deck with any edition of champions like Korgunard the Avangion that are often
Disintegrate. intentionally discarded.

Cúpula BSW 2008: não pode afetar reinos destruídos Melt Bone
(virados). Seu efeito somente funciona em reinos 80/100
inteiros/construídos (unrazed). Para efeito de "destruir", Blood Ability
compreendemos que o termo "destroy" ou "destroyed" +6
(destruir, destruído) equivale a "raze" (arrazar), portanto, a Uncommon
palavra destruir, expressa nessas cartas, cumpre o requisito Opposing champion must immediately play an ally or return to
de arrasar quando for necessário. his pool defeated (discard all attachments). The battle may
continue with a different champion. (Off/4)
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é
cancelada, o custo ou consequência do seu uso/lançamento If this card is played by an attacker and the defending player
devem ser cumpridos. Com exceção quando a maneira de chooses not to bring forward another defender, the realm is
utilização estiver especificada no texto ou regra da carta. razed.

Cúpula BSW 2016: o termo destroy/destruir NÃO deve Card Combo (from Tim Barth, barth@twcny.rr.com): Play
continuar sendo entendido como sinônimo de arrasar, mas sim Divine Wrath so that your opponent cannot play allies. Then
de DESCARTAR, de forma que as cartas acima (e outras que follow with Melt Bone, which requires the opponent to play an
contenham o referido verbo) passem a afetar reinos ally or be defeated.
arrasados.
Card Combo (from zuse2@webtv.net): In battle, cast ESP,
Magic Draining Field which requires that the cards played into battle by the
74/100 opponent are played face down. If the player guesses the card
Psionic Power type, it is discarded. After ESP is in play, play a card that
requires the opponent to play a certain type of card, such as

Dungeons - Página 340


Melt Bone (requires the opponent play an ally), Loup-Garou
(opponent must have or play a magical item), Ki-Rin (opponent Broad Jump
must have or play an ally). These cards make it rather easy to 85/100
guess the next card to be played, ensuring it will be discarded Thief Skill
and the opponent will be defeated. +4
Rare
Death Field When played in combat, this skill allows the attached thief to
81/100 bypass a defending wizard, cleric, or psionicist and
Blood Ability automatically raze a realm. The defending champion returns to
Uncommon his pool. (Off/4)
One champion of base level 6 or higher is discarded. (Off/3)
This card cannot be played when attacking a dungeon card,
Card Combo (from Bluntaxe's Spellfire Page): Use Armor of only when attacking a realm.
the High King to recover Death Field each time it is used to Hijacking
discard a high level champion. If the Staff of Mimicry is used to 86/100
duplicate the Armor, two champions can be discarded each Thief Skill
turn Rare
This skill may be played any time that another player is to
Con Game receive cards from his draw pile as the result of an event,
82/100 realm, artifact, champion, or holding's power. You may take an
Thief Skill equal number of cards from your draw pile, and the other
Rare player must immediately discard his draws. (Off)
All champions and their attachments in one opponent's pool
are shuffled together. This player deals out the shuffled cards If What Goes Around Comes Around is in play, Hijacking can
between he and their owner. This player then discards the only be used against the player that initially drew extra cards,
cards dealt to him. The other player may immediately place the since Hijacking does not work on extra cards drawn as a result
cards he was dealt back into his hand or into his pool. (Off/3) of a rule card.
Hijacking cannot be played from the hand after
The cards are dealt first to the opponent, then to the player. Transformation! has been played, since the hand must be
This means that if there is an odd number of cards in the pool, discarded as a result of Transformation!
the opponent will get one more card than the number Hijacking can be played on the target of Kelaser Redbelt's
discarded. power to take the five cards and leave the target player with no
Cards that remain with the opponent may be freely rearranged cards.
among hand and pool. For example, magical items may be
attached to a different champion after the Con Game. Liga BSW: Hijacking redireciona a compra de cartas para o
If the opponent has a borrowed champion in the pool, such as seu possuidor, logo cartas como Herald of Mei Lung e Wyrms’
through Curse of the Azure Bonds or Tyranthraxus, the Decree anulam completamente seu poder, pois se não há
Possessing Spirit, and the event is discarded, the champion descarte de cartas, não pode haver compra.
returns to its original pool. If the champion is discarded, all
cards attached to that champion are discarded, regardless of Cúpula BSW 2016: quando o saque de cartas extras é
how they were dealt. Also, if the champion is discarded, the redirecionado para outro jogador pelo uso de cartas como
Curse or Tyranthraxus may be returned to the hand (assuming Hijacking e Frevo, a carta que provocou a mudança não passa
the event was not discarded in the Con Game deal. a ser considerada a fonte das cartas extras, funcionando de
forma análoga a Deflection e Re-Target, não podendo ser
Cúpula BSW 2013: Cartas que possuam o termo afetada pelo aliado Block Golem ou pela fortaleza Not So Fast.
“oponente” em seu texto, quando refletidas, tem seu efeito
normal no lançador original (ConGame/Rebater – Fortune Telling
Espionage/Deflection, etc.) 87/100
Thief Skill
Legal Loophole Common
83/100 Play this skill on a champion in any opponent's pool and call
Thief Skill odd or even. Then cut the owner's draw pile and check the
Common card's last digit. If you are correct, the champion is sent to
This skill may be attached to any thief to allow all of this Limbo until his owner discards a champion with a base level
player's thieves to ignore the effects of any rule cards in play. equal to or higher than the champion's. If you are wrong, your
Lasts until the attached thief is discarded. (Def/3) opponent gets the card that you cut to and may play it
immediately (if legal). (Off/3)
Tumble Out of Danger
84/100 Gather Information
Thief Skill 88/100
Uncommon Thief Skill
This skill may be played at any time to redirect a spell or event Common
that targets the champion using this skill. It can be redirected Look at the top 5 cards in any opponent's draw pile. If you
at any champion in any pool or in battle. (Def) choose, you may discard the champion using this skill to place
the cards on the bottom of their draw pile. (Off/3)
The redirected spell or event must target the champion using
this skill, but it may also target other champions. For example, Intimidation
Slave Revolt targets a champion from each opposing pool. If a 89/100
thief is targeted, he could use Tumble Out of Danger to Thief Skill
redirect the effects of Slave Revolt to another champion. Uncommon
Cards such as Death Fog, that target a pool rather than a Tell your opponent to break off the attack. If he does, the battle
particular champion, cannot be redirected using Tumble Out of ends without spoils and nothing is razed. If he presses the
Danger. attack, you may take the top 5 cards from your draw pile. Place
any realms or holdings on the bottom of your draw pile. Any

Dungeons - Página 341


other cards may be played into the battle, regardless of Castable only by Greyhawk champions. This spell allows the
restrictions (ie, multiple artifacts may be attached, spells may caster to fly, swim, or earthwalk, as desired. This champion
be used by nonspellcasters, etc). After combat is resolved, may also copy the special powers of any champion in his pool.
only legal cards may remain attached. (Def/4) Lasts until the start of this player's next turn. (Def/3/4)

The cards usable in battle are played immediately. Only spells If this spell is Retargeted, the original caster determines which
usable in phase 4 can be played. champion in his pool is duplicated by the new target champion.

Trailing Animate Gargoyle


90/100 96/100
Thief Skill Wizard Spell
+5 Ravenloft
Common Rare
The attached thief can "follow" a champion that has just Castable only by Ravenloft champions. This spell creates a
attacked a realm that has special movement or other flying monster champion whose base level is equal to twice the
restrictions. This champion may ignore those restrictions. Lasts caster's adjusted level. This champion flies immediately to his
until the attached champion is discarded. (Def/3) pool and is in all ways treated as a normal monster. This spell
may only be dispelled or negated when it is first cast. (Def/3/4)
Extension I
91/100
Wizard Spell Minions of Darkness
Common 97/100
Castable only by AD&D champions. Can be cast to extend the Wizard Spell
duration of any spell or event that lasts until the start or end of Common
your next turn. Draw and discard a card, noting the card Castable only by drow or Underdark champions (UD). Cast
number's last digit. This is the number of additional turns when defending an Underdark realm, this spell allows this
added to the duration. (Def/3/4/5) player's Triumvirate allies to be used in defense. They may not
be discarded or forced to switch sides for any reason. (Def)
City Shield
92/100 Conjure Greater Fire Elemental
Wizard Spell 98/100
Birthright Wizard Spell
Uncommon +?
Castable only by Birthright champions. This spell prevents Dark Sun
offensive spells from affecting any of your realms. Lasts until Castable only by Dark Sun champions. This spell creates an
dispelled. (Def/3) ally equal in bonus to the base level of the caster. The greater
fire elemental causes all magical items held by an opposing
Spectral Dragon champion to be sent to the Abyss. (Off/4)
93/100
Wizard Spell Divine Assistance
Dragonlance 99/100
Common Cleric Spell
Castable only by Dragonlance champions. This spell creates a Common
monstrous illusory dragon that sweeps through all opposing This spell negates the effects of all dungeon cards in play until
player's pools, sending all champions of base level 4 or less to dispelled. (Off/3/4)
the discard pile. (Off/3)
What Goes Around Comes Around
Card Combo: With the rule card Brandobaris's Inversion (All 100/100
champions of base level 6 and above are reduced to level 2...) Rule Card
in play, cast Spectral Dragon. All champions with a base level Common
of 6 and above (before Brandobaris's Inversion is played) are Played at the beginning of the player's turn, this card is not
discarded. discarded. It affects all players and remains in effect until any
other rule card is played.
Ball Lightning All cards that allow a single player to draw extra cards into his
94/100 hand (such as events, realms, artifacts, holdings, etc) allow all
Wizard Spell players to draw an equal number of cards instantly.
+? This rule can only be removed by playing another rule card. It
Forgotten Realms is immune to champion powers, events, and the Wish spell.
Uncommon
Castable only by Forgotten Realms champions. This spell When What Comes Around Goes Around is in play, if any
increases in power; a champion gets 1 lightning ball for every 2 players receive extra cards, regardless of the source, all
base levels he has, to a maximum of 4. Each lightning ball can players receive the same number of cards under the same
add 3 to the caster's level or can destroy one opposing ally. conditions. For example, if one player plays Good Fortune, all
(Off/4) players receive five cards. If a player uses Bag of Beans, all
players cut their draw piles and take a card, discarding any
The effect of each lightning ball (add 3 levels or destroy one realms. When the power of Gib Irod or the Bag of Holding is
ally) must be declared immediately when Ball Lightning is used, all players may draw a card, but each must discard a
played. card, as the card powers require.
If Hijacking is played on a Good Fortune while this rule card is
Drawmij's Beneficent Polymorph in play, all players draw five cards, but only the player of Good
95/100 Fortune must discard his cards.
Wizard Spell
Greyhawk Winner's Trophy
Uncommon 1/25

Dungeons - Página 342


Artifact Fool's Paradise
+5 7/25
AD&D Event
Chase Chase
May be attached to a champion of any world. In combat, the This charming fool distracts all of one player's nonmonster
attached champion may use any type of card playable in champions, preventing them from performing any actions until
phase 4. this player's next turn. (Harmful)
That's Adam Kowalke, winner of the sealed deck tournament,
Aliki
on the card.
8/25
Thief
Pretty Magical Ring
6
2/25 Greyhawk
Magic Item Chase
+6 Halfling. Aliki can cast wizard spells. During combat, this
Chase cunning rogue can steal one magical item from an opposing
The attached champion and his allies can fly, swim, or champion. The item returns to its owner at the end of battle.
earthwalk as desired. This champion and his allies are immune
to all cards that specifically target fliers, swimmers, or Emily Forester made this card at GenCon. The face paint is by
earthwalkers. (Def) Jon Lamkin.
Fighting Dirty!
3/25 Lilac Hesabon
Unarmed Combat Card 9/25
+? Hero
Chase 5
Usable by any champion. Opposing player draws and discards Forgotten Realms
a card, noting its last digit. The opposing player must Chase
immediately discard that many cards from his hand. (Off/4) Adventurer; elf; swimmer. Lilac's dog, Lightning, acts as a +3
ally to her or a fellow adventurer. Lightning can be discarded in
When the opposing player draws and discards a card noting its combat to negate one offensive card.
last digit, that digit is also the level bonus of the Fighting Dirty
thief skill, as well as how many cards are discarded. The girl pictured is Maggie Forester. Lilac Hesabon is her
If this card changes sides in a battle, such as through the Living City character.
power of Master Illithid, the current bonus remains. The card
power does not reset when it changes sides.
Enter Darkness Together
That's Gib Ted (Ted Forret) administering the punch below the
belt. The victim is an unnamed TSR designer. 10/25
Event
Chase
Dissolution
Play this card to negate a just-played event or spell. This event
4/25 cannot be calmed, and can only be negated by tearing up the
Wizard Spell card which this event was played on. If this happens the
Chase original event or spell works normally.
One razed realm (this player's choice) is discarded. (Off/3/5)
Enter Darkness Together can be Deflected, but another Enter
Black Hand Thieves Guild Darkness Together cannot be used to cancel this event.
5/25 That's Chuck Carey on the card.
Holding
AD&D Cúpula BSW 2008: Ela pode ser defletida, o que faz com que
Chase o jogador de EDT, caso ainda queira cancelar o evento/feitiço,
May be attached to any realm. While this holding is in play all precise rasgar a própria EDT para fazê-lo. Ex: Jogador A lança
players must discard down to five cards any time they have Cataclisma, jogador B lança EDT, jogador A usa Deflection, se
nine or more cards in their hand. o jogador B quiser que o Cataclisma ainda seja cancelado terá
que rasgar o EDT para fazê-lo surtir efeito.
When drawing cards for any reason, all cards must be drawn
first. Then, if the player has nine or more cards, the player Cúpula BSW 2021: seu uso continuará sendo permitido no
discards down to five. Nacional, mas ele não poderá ser impresso como as demais
This holding is an excellent addition to 75- and 110-card cartas. Caso uma carta impressa seja afetada pelos poderes
decks. Games with these deck sizes have maximum hand especiais de EDT, o jogador não terá direito de resposta,
sizes of 10 and 12 cards, respectively, so the power of the mesmo para jogar Deflection (137/4th ed).
Black Hand Thieves' Guild will be triggered often.
Because this holding affects the player, in addition to Recorder of Yé Cind
opponents, it's a good idea to include the Herald of Mei Lung 11/25
in any deck that includes the Guild. The Herald grants Artifact
immunity to all cards, including the Guild, that force cards to be +3
discarded from the hand. AD&D
Chase
Elminster's Intuition Usable by any champion. At any time, this player may look at
6/25 any cards which are in play face down. Once per turn, this
Event player may randomly pull half the cards from any player's hand
Chase and look at them.
Name a card out loud. Immediately search an opponent's draw When looking at half of any player's hand, the number of cards
pile for that card. If you find it, send the card to the Abyss. If pulled is rounded down.
you don't find it, immediately send your foremost realm to the
Abyss instead. (Harmful) Telarie Willowind

Dungeons - Página 343


12/25 Cúpula BSW 2016: o poder do Necba NÃO é ativado quando
Hero todos os reinos do adversário estiverem arrasados ou então
7 quando ele não tenha reinos, arrasados ou construídos, em
Greyhawk sua formação.
Chase
Can cast cleric spells. Talerie's unicorn steed acts as a +4 ally.
If defending, she can teleport out of battle back to her pool with Shan, Karate Master
her attachments, though the realm is then razed. 15/25
Hero
The Llama King 7
13/25 Forgotten Realms
Hero Chase
9 Doubles the bonus of any unarmed combat card. This
AD&D champion hates magic and cannot use magical items or
Chase artifacts. Gains 2 levels for each spell, magical item, or artifact
During battle, the Llama King may summon an army of llamas used against him.
to aid him. The llamas act as a +9 ally that can trample one
opposing ally (discarding it). Shan doubles the bonus of any attached unarmed combat
cards. Shan can only use unarmed combat cards usable by
Necba the Wrathmaker heroes.
14/25 This card was created by George Isele at the 1996 GenCon
Thief game fair.
5
Dragonlance Handmine
Chase 16/25
Halfling (Kender). Immune to offensive spells and harmful Event
events. Opposing players must attack and raze a realm each Chase
turn, or discard their highest level champion while Necba is in Keep this event in your hand. A player who looks into your
play. hand and finds this card must immediately discard his entire
hand and the card that allowed him to look. (Harmful)
An opposing player who does not attack and raze a realm
discards his highest level champion in phase 5, after combat The Handmine is kept in a player's hand. If an opponent looks
(phase 4) is completed. The champion discarded is the highest in the player's hand, the Handmine is activated forcing the
level champion in the pool at that time. If a player has two or opponent to discard his hand, as well as the card that allowed
more champions with the highest total, the targeted player the opponent to look at the player's hand. The Handmine is
decides which of his highest level champions he will discard. then placed in the Void.
If a player's highest level champion is immune to Necba's The card that allowed the opponent to look in the player's hand
power, no champion is discarded. A champion like Manshoon still functions, it is just discarded. Thus, if an opponent plays
of the Zhentarim or Chernevik can be the target of Necba's Cold Cup of Calamity, the player must still discard down to five
power, but then use its own power (discarding a card in the cards. The opponent's hand is completely discarded by the
case of Manshoon) to avoid being discarded. Handmine.
Even if a player cannot attack, due to realm restrictions for Handmine does not affect cards that call for some of the hand
example, the player must still discard his highest level to be displayed, such as El Hadid, Dr. Rudolph von Richten,
champion. and Plentiful Psionics.
If Necba is in a player's pool and an opponent destroys all the Because Handmine is a harmful event, it can be deflected, and
player's realms, Necba will be discarded at the end of the another player, chosen by the player of Deflection, must
current turn. However, Necba's power still functions, and the discard his hand.
opposing player must attack and raze a realm or discard his Handmine will not function while Throne of the Pharaohs is in
highest level champion. play.
A realm need not be razed through combat to satisfy Necba's
power. For example, a player could cast Creeping Doom The Builder
during phase 3 and then attack in phase 4. That player would 17/25
not have to discard a champion, since the requirements of Hero
Necba's power (attack and raze a realm) have been met. 5
A realm must be razed, not discarded (e.g. through Greyhawk
Disintegrate) to satisfy Necba. Chase
If Necba's power is copied by another champion (such as Gib Dwarf; earthwalker. When in a pool, this champion allows a
Drawsemij), only one realm need be raised to satisfy the razed realm to be rebuilt by discarding only one card, instead
powers of both champions. If a realm is not razed the two of the normal three.
highest champions must be discarded (or three highest
champions, if three Necbas are in play, etc.). Once the original The power of the Builder applies only to the player whose pool
Necba is discarded, the copied powers no longer work, since the Builder is in.
the wording of the card says "while Necba is in play."
Slorath's Gloves
Card Combo: While Necba is in the pool, playing a card that
prohibits combat, such as Wall of Fog and Solid Fog, ensures 18/25
that opponents will discard their highest level champions. Artifact
+2
Cúpula BSW 2015: Se não houver reinos a serem atacados AD&D
pelo jogador oponente, como quando o adversário só possui Chase
reinos arrasados, Necba não deve ser descartado ao ativar o At the start of this player's turn, he draws a card from an
seu poder, revogando o que foi decidido na Cúpula BSW de opponent's hand and sends it to Limbo. All such cards
2008. selected remain in Limbo while the Gloves are in play,
returning to the player's hand when the Gloves are discarded.

Dungeons - Página 344


Rary's Apprentice Chase
19/25 Can cast wizard and cleric spells. This champion is immune to
Wizard harmful events and rule cards. Chaos Lord may be sent to the
4 Abyss to rearrange all realms in all formations (this player's
Greyhawk choice).
Chase
Immune to harmful events. While this champion is in play, Rary This card was created by Tony Novello at GenCon 1996.
cannot be discarded for any reason. If Rary loses a battle, he
returns to his pool with his attachments. Rary can use all items Giant Troll
attached to his apprentice, gaining 2 levels for each used. 23/25
Ally
Poor Oriental Lord +10
20/25 Chase
Thief Giant. This ally regenerates and remains in play for an entire
10 attack on a realm; it is discarded only after the realm is razed
Forgotten Realms or the attack discontinued.
While this champion is in play, no cards marked "First Edition" The Giant Troll can be played on attack or defense, but it
can be played. All those already in play remain, but no new remains for each round only when attacking. when defending,
ones may be played. it is discarded at the end of the round like a any other ally.
If the Giant Troll is animated by Gib Hcivonad to become a
Because it is immune to the special powers of opposing champion, he may only attack once per battle.
champions, Ethereal Champion can play any cards while in
combat with Poor Oriental Lord. It cannot, however, be put into Elyk the Bard
play while the POL is in play, since Ethereal Champion is a 24/25
first edition card. Similarly, the Celestial Emperor and Turin Thief
Deathstalker cannot be brought into play, but can play cards of 5
any edition, while POL is in play. AD&D
Chase
Highmaster Illithios At the beginning of this player's turn, Elyk can choose to
21/25 change into a wizard or hero. Elyk's legend lore ability confers
Psionicist immunity to the effects of any one artifact (chosen at the start
10 of this player's turn) to this player.
AD&D
Chase Dor Amberglow
Underdark. Immune to offensive spells, magical items, and 25/25
artifacts. Draw a card whenever a psionic power card is Hero
played. 5
Forgotten Realms
His power is (Def) Chase
The player with Highmaster Illithios draws a card whenever a Adventurer. Dor can cast wizard spells and is immune to
psionic power card is played. The player does not draw when a offensive psionics. He can act as an ally for any other
psionic power is used, only if a card is played. adventurer, returning to his pool after the battle.

Chaos Lord That's me, Mike Forester, in the picture. Dor Amberglow is my
22/25 Living City character.
Regent
9
Birthright

Dungeons - Página 345


Castle Arborgate Arena of Dori the Barbarian
1/99 3/99
Realm Realm
Greyhawk AD&D
This realm is immune to offensive spells, psionics, and harmful This realm is the home of combat. In phase 4, in place of
events. If discarded from any hand or deck by an opponent's attacking a realm, any player during their turn, may attack
action, put this realm into play and place all other Castle another champion in an opponent's pool. The winner of this
Arborgates in play in the Void regardless of any other cards fight gets spoils. The loser goes to the discard pile, regardless
special power. of special powers.

Castle Arborgate is a strong realm that is built around fighting This is my personal pick for the most powerful card in
many of the strongest tournament strategies available. First Inquisition, edging out Slap [IQ-78], The Apocalypse [IQ-78],
off, this Greyhawk realm has very strong immunities. Being and Etarkine [IQ-31]. This AD&D realm allows you to attack the
immune to spells, psionics, and events, this knocks out every pool, not just realms. Not just that, but the opponent must
current method of destroying the realm from the pool aside defend and not just grant spoils, so speed rebuilding never
from Castle Arborgate's other power. Since realm destruction comes into effect. This makes it possible to remove some of
is one of the most popular methods of winning in tournament the most hated champions from the game, like Necba the
level Spellfire, these immunities carry immense power, Wrathmaker [DU-c13] and Manshoon of the Zhentarim [RR-
especially as no other realm carries all of these immunities. c6]. This especially strong with good instant win champions,
The other strong method is the "touchy-feely" approach, with my personal favorites being the Living Wall [PO-58] and
destroying realms from hand or deck so they can't get to play. the Earth Elemental [PO-60]. Other good combos with the
Castle Arborgate has Arena of Dori the Barbarian include Lovely Colleen [1st-c22],
a strong defense against this also. If the opponent does this, the Living Scroll [2nd-408], The Undead Htimsen [3rd-425],
even on accident, Castle Arborgate jumps into play (outside of Mayor Charles Oliver O’Kane [3rd-433], The King of the Elves
when realms may normally be played) and send to the Void all [3rd-440], Bilago Lumen [PO-17], Lyr of the Mists [PO-23],
other Castle Arborgates in play, regardless of other powers. Corpse Dragon [TU-82], Rhuobhe Manslayer [BR-c14], and
This is very heavy and severely hurts those using this strategy Dragon Hatchling [DR-c8]. Remembering that opponent’s don’t
by using it to gain advantage, a mechanic that hopefully be have a choice to fight or not means all cards that send them
used more often in future sets. It is for these reasons that back defeated means discarded. Not only does this card give
Castle Arborgate will see play in many tournaments. However, you a chance to wipe out the opponent’s most annoying
I doubt it will see much fun deck play, as it is only strong in champions quickly, it also gives you many spoils, boosting
games where the most evil of tactics are used. card advantage. This is definitely a very high power card that
work its way into many strong tournament decks.
Cúpula BSW 2021: Se um jogador for forçado a descartar um
reino da mão e este for o único reino disponível, seu poder é Land of Legends
ativado, pois o adversário provocou o descarte. 4/99
Realm
The Shadowlands AD&D
2/99 When this realm is played, it may copy the world designation
Realm and special powers of any realm an opponent's formation,
AD&D except Ancient Kalidnay, Menzoberranzan, or Avanil.
When played or rebuilt, this realm steals the power of any
other realm in an opponent's formation, which is now This card is a great challenge for any judge to deal with. The
considered to have no special power until this realm is razed or key part to remember for judging this card is that the realm is
discarded. first played, and then it can imitate the power and world of
another realm in play. Therefore, it wouldn't work to let the
In many ways, this card is very much like the Lands of Legend realm be played immediately even if Menzo [1st-2] weren't
[IQ-4]. However, it is more offensive, by not only copying a banned on the card (I think that was just done for clarity). For
realms power, but also removing the power from the target the same reason, powers that activate only upon being played
realm. It should be remembered that this power only activates (like the Temple of Elemental Evil [1st-124] or Furyondy [3rd-
when the realm is played or rebuilt, so powers such as 122]) are worthless to imitate, because the Land of Legends is
Menzoberranzan [1st-2], Temple of Elemental Evil [1st-124], already in play. Ancient Kalidnay [AR-92] and Avanil [BR-5]
and Ancient Kalidnay [AR-92] after it has been used for the were restricted because of speed issues. It is also very
extra turn are useless, as those powers have been fully used, important to note that it can only imitate opponents' realms, so
or activate too quickly to be stolen. Since many decks carry it is only as effective as your opponents are (especially since
realms that work well against them to prevent the opponent razed realms for the most part are considered to have no
getting a chance to play (like Mount Deismaar [DR-9] in a special powers). The question of when to play this realm is a
blood ability deck), this would be the best way to turn that tough one, as by the time you have a good realm to imitate, it
strategy against them. This is strongest in a one-on-one will be well back in your formation. The best time to use this
match, as in a large multiplayer game, while a player may be card is immediately after playing Siege [1st-203], into the front
willing to take an opponent copying their realm (like with the place in the formation and imitate the opponents' most
Lands of Legend), they will mercilessly target a player who is defensible realm. However, this is the best combination you
holding their realm's power hostage. Even with this minor can come up with this card, as when you imitate another
problem, this card will find itself in many strong tournament realms power, you also take on its world designation, so it's
decks. Combinations with cards like Oasis of the White Palm near impossible to have a holding ready to attach to it. Finally,
[RR-23] or Cavern of Ancient Knowledge [NS-18] help protect remember that even if the copied realm is razed or removed
this realm well, and, unlike the Lands of Legend, this realm from play, the Land of Legends keeps this power until being
does not copy the opposing realm's world. removed from play.

Inquisition Online - Página 346


using this power is during phase 0, and must be used from
play, so it must be protected for a full turn before using its
Hollow World power is even an option. However, the price of this card is
5/99 high. Bastion must be sent to the Void, and you also must raze
AD&D another realm you own to activate this power. With this cost, it
Realm may only happen once per game, so building a deck around a
Underdark. This realm extends under all opponent's AD&D combo using Bastion is very difficult to near impossible. This
realms, allowing them to be attacked by this player's card might work well for a sideboard (for such tournaments
champions and allies, regardless of position or restrictions. that allow them), but other than that, the cards cost makes it
not worth carrying most often.
This realm is a nice addition to the underdark set, allowing now
any realm to be attacked via an underdark realm. This will be Thorbardin
very useful for attacking some of the hardest to attack realms, 8/99
including the Lost City [RR-16] or any realm turned AD&D by Realm
the Bitter Knoll [DU-36]. This does not allow attackers free Dragonlance
reign through holdings (like the Temple of Death [RR-27] or Thorbardin is immune to offensive spells and can only be
through requirements (such as with Anytown, Anywhere [4th- defended by dwarves. Any dwarf defending this realm can be
70]). This completes the set for Under________ realms, but sent to the abyss to seal its mighty gates. The attacker returns
isn't one of the strongest, since AD&D realms are not as to its pool and the battle ends with no spoils.
popular or as hard to attack as some other worlds. Outside of
pure Underdark world decks, I wouldn't expect to see this Thorbardin is a decent realm for a dwarf themed deck, but
realm often used. should never be used for any other reason, as only dwarves
(champions and allies!) can be used to defend it. Thorbardin
The Oracle at Delphi does have some nice abilities. The first is being immune to
6/99 offensive spells. While that immunity doesn't pass on to its
Realm defenders, that does mean the realm is safe from Disintegrate
10 [1st-393], Estate Transferance [3rd-437], and Creeping Doom
AD&D [FR-29]. The other interesting power of Thorbardin is very
Can defend itself as a level 10 cleric that is immune to the defensive. Any dwarf defending the realm may be sent to the
powers of opposing champions. If this realm is razed, the Abyss to immediately end the attack on this realm (unless the
attacker may search his draw pile and put any rule card into attacker is immune to realm powers) with no victor. Now, this
play. If successfully defended, the defender may do so instead isn't typically the dwarven way, but heroic martyrdom doesn't
hurt. The best way to use this card is do dump a defending
The Oracle at Delphi is a very powerful card. First off, being dwarf ally to seal the gates (the power doesn't state champion,
able to defend itself at level 10 (13 with world bonus) and but since it says defending, the ally must be in battle), or to
being immune to champion powers (being powerful due to send a dwarf about to die anyway to the abyss to use this
immunity activating before the attackers power) makes the power (like when the defender no longer has support cards left
Oracle one of the strongest realms able to defend itself. It to continue the battle). This is a pretty solid defensive realm
would also work well with the Living Earth [4th-506]. There is that will be very difficult for the opponent to get rid of, but
an advantage to someone who can attack and raze this realm, again, unless the deck is at least mostly dwarven, the risk isn't
in getting a rule card into play. Someone wanting to take worth the gain.
advantage of this power should attack with Tithian [1st-301], or
use Tarrasque [FR-1] or Raze [BR-59] to raze the realm with Quasqueton
little conflict. However, for a defender who is successful (note, 9/99
they don't need to earn spoils, just win, like with Unnerving Realm
Aura [DL-69]), victory brings sweet reward, as the realm 1
defender (not necessarily the realm owner, as with Weasel Greyhawk
Attack [3rd-428]) may search her deck and put any rule card This realm can only be attacked by champions of base level 5
into play. This card should be used in any deck that focuses on or less. If the attacking champion is defeated, all attached
Rule Cards to win, such as City States [RV-30], Nullify Magic magic items and artifacts stay with this realm (until it is razed
[PO-86], Antimagic Cloud [PO-16], Things That Go Bump in or discarded) and can be used by its future defenders
the Night [TU-69], Taxation [BR-c18], Nobody Wins! [4th-490], (regardless of world designations for artifacts).
Negative Energy Protection [NS-73], A Sure Thing [NS-74], or
Out of Phase [IQ-54]. Any holding that would make this realm Quasqueton is an interesting card for many reasons, giving
hard to attack probably shouldn't be used, as it in the combat additional strength to many decks, particularly those using the
that the Oracle shines. This realm will find a home in almost Labyrinth of Castle Greyhawk [DU-6]. First off, Quasqueton
any deck that uses a rule card to move to victory! can defend itself as a level 1 champion (level 4 with world
bonus), which, while minor, is still another level of defense for
Bastion the realm. New, and probably most significantly, only
7/99 champions of base level 5 or less can attack. This makes
Realm probably the best defender for this realm Bilago Lumen [PO-
7 17], who drains his adjusted level from the opponent's. Since
AD&D Bilago starts at level 5, this could mean many instant wins for
During this players phase 0, this player can send any other this realm. The only way to protect attacking champions is to
non-realm card in play to the Void by razing another realm in use many attachments, and that leads nicely into the third
this players formation and discarding this realm to the Void. power of this realm. If an attacking champion is defeat (not just
discarded), any magic items or artifacts stay with the realm
Bastion is an interesting realm with a very high price. This (regardless of whether the attachments would be going to the
AD&D realm may defend itself as a level 7 hero (10 with world discard pile, hand, or pool). Every future defender may use
bonus), which is fairly good. Bastions power is very strong; you those attachments, making this snowball especial tough to
may send any non-realm card to the void. Just using this raze through combat after one successful defense. A defender
power needs to at a well chosen moment. You will want to MAY use multiple artifacts held by this realm, but only if the
discard a card central to the opponent's them, such as a rule defender does not have any artifacts already attached. Some
card, dungeon, or a champion the opponent wishes to imitate good holdings to attach to Quasqueton would include the
(such as Highmaster Illithos [DU-c21]). Also remember that Ancient Arms of Furyondy [3rd-146] or Fortification: Parapet

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[4th-84]. This very tough to beat realm will see play time in powers can come into effect. However, those powers are very
many good decks in many different settings, and should be similar to using Photed [4th-289] and Dearlyn Ambersong [DU-
considered for many of your own decks. 44] (with the exception that the Adventurers' Guild protects
against Con Game [DU-82], thought by some as enough
Village of Nulb reason to carry the card), and thus are not very consequential.
10/99 In practice, you will find the best time to discard this holding,
Realm but I find it worth it at about when about 5 or more adventurers
Greyhawk are in the discard pile (my Adventurer deck has almost 19 or
While this realm is in play, the Temple of Elemental Evil cannot 20 champions, so adjust your cut off line based on your total).
be played. If played when the Temple of Elemental Evil is This is a great addition to the adventurers' arsenal, and should
already in play, that player must immediately discard 3 cards at be used whenever possible for such decks.
random from his hand.
Castle Moovania
As any veteran Spellfirer knows, the Temple of Elemental Evil 12/99
seems to get into many decks and almost every deck. Now, AD&D
there is this good alternative. So lets see how it works. First Holding
off, aside from being Greyhawk (which means it can be This holding can be attached to any realm. Draw 2 extra cards
protected by things like The Labyrinth of Castle Greyhawk during your draw phase, but your hand size is reduced by 4.
[DU-6]), this realm offers you no defensive power, so most In many ways, this card is just waiting to be abused by any
often you want it in a protected position if possible. To use it's speed deck. Drawing two extra cards is a huge advantage (it
powers to best effect, we need to figure out when it is best nearly doubles the card advantage. The reduction of hand size
played. If played early in the game, it does prevent opponents is painful, but can be overcome, making realms like Myth
(and yourself) from playing the Temple. This takes the entire Drannor [1st-13], The Great Kingdom [1st-123], and Cariele
reason away from playing with the Temple, unless, of course, if [4th-50] good candidates to be played in the same decks or
the Village of Nulb is razed. However, to beat the Temple into even to get Castle Moovania attached to it. Drawing the extra
play, it usually needs to be played so quickly that it's not cards is usually worth it, since card advantage is often what
protected in the formation. Therefore, it is easy to lose the tournament level Spellfire is all about. The feature of being
benefit of the card, as the Village's power doesn't renew upon able to be attached to any realm also means it is appropriate to
unrazing. put in many different decks. The biggest penalty of having a
The other time to play the card is when the Temple is in play. If reduce hand is the inability to carry surprise combat card and
that happens, the temple's owner (even if the Temple is razed) counter cards. To account for this, counters that work from in
loses three cards from their hand, and more importantly, the play only, like Delsenora [1st-c10], Vaerhirmana [3rd-263], and
lose is random. Random card lose is very bad, as any player Bigby [RR-28], to name just a few. Any deck looking for
who played against Hettman Tsurin can tell you. This can often tournament power, or any speed deck will find with a welcome
kill important counter cards waiting for the right start. however, addition, but most combat decks (often having large and
it should also be noted that many players have very little in loaded hands) would avoid this holding.
their hands after their turn, or keep a lot of junk in their hand.
The power is strong, but I'm not sure it's enough reason not to Trojan Horse
play the Temple (which one would obviously not do in the 13/99
same deck as the Village). I find that in tournaments, getting Holding
the cards fast usually out weighs the penalty of losing cards -1
later. In casual play, people love to hammer on speed cards, AD&D
so this one is a great choice (or reason to play neither, as not Attach this holding to any realm belonging to another player.
playing a realm because it is also out often happens too for The realm may be attacked by any player, regardless of
popular realms). Either way, players of the Temple now must position or restrictions, and each defending champion defends
be more wary then ever. at a -1 from his adjusted level. The attacker chooses who will
defend.
Adventurers' Guild
11/99 Trojan Horse is a very interesting holding. As of Inquisition, it is
Birthright the only holding a player may attach to an opponent's realm,
Holding and he must do this during phase 2 (just like any other
During this players phase 0, this player may return all holding). Attaching this to an opponent's realm has three
adventurers from his discard pile to his hand by sending this effects. The first and least is that every champion is at adjusted
holding to the Abyss. All of adventurers in play gain 1 level and level -1. This actually won't help much, and more often will
are immune to thief skills. allow the defender to play the first card into battle. The second
is more useful. It allows any player (not just the one playing the
This support card can be very strong for an adventurer themed holding) to attack the realm. Position and restrictions are moot,
deck. First off, it is important to note that it is a Birthright making realms like the Ruins of Zhentil Keep [3rd-3] very
holding, and therefore any adventurer deck needs to carry a vulnerable. However, the second power does NOT remove
few to possibly use this card, since it must be discarded from requirements. Therefore, realms like the Spiderfell [BR-3] and
play. Being able to get all adventurers from the discard pile to Anytown, Anywhere [4th-70] are still as difficult to attack, and
hand is an incredible power, and can potentially change the make a great defense against this card (of course, rarely does
shape of the game, especially if played late. The biggest a player only have realms with requirements in play). The final
disadvantage of the card is that it must stay in play for a full power is by far the best. The attacking player may choose who
round of the table (since you can only play it in phase 2, and defends it. Therefore, this is an excellent way to be able to
only use it in phase 0). Therefore, the best way to play this remove problem champions, like Tasslehoff Burrfoot [DL-39] or
card is just before you use a card to gain an extra turn, as with Necba the Wrathmaker [DU-c14]. This works particularly well
Caravan (1st-319) or Ancient Kalidnay [AR-92]. It might even with instant win champions to give the opponent no chance to
be a decent enough reason to use Biding Your Time [BR-22], win the battle. However, it should be noted that the defender
though that event is most often too risky to bother carrying. To doesn't need to defend, and can just allow the attacking
help protect this holding until you can retrieve your champion to raze the realm, removing the holding. Also, once
adventurers, consider attaching it to The Gorgon's Crown [BR- could defend against the Trojan Horse by having all his realms
4] or the Shining Lands [AR-87], which both have great have holdings, allowing no place for this holding to get played.
immunities. If attached to a safer realm such as these, you However, one card to assure spoils of victory is a good card
might actually leave it in play long enough that the other play. Finally, the best revenge against someone playing this

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holding on you is to turn it back upon them by using offensive cards would be good attachments for the
Hallucinatory Terrain [FR-42]. This is a very good card for a Enchantress. Will she win the battle for you quickly? No, but
combat deck that hates facing the unattackable realms. she'll give you a fighting chance, and that's all most decks
want.
Mij Reltub, the Spellfire Oracle
14/99 Saldon the White
Hero 17/99
0 Wizard
AD&D 2
This champion may be sent to the Void from pool or hand to Dragonlance
stop any event or spell that razes or discards realms. The card This champion can double the level of any card in play once
stopped is also put into the Void. per combat round, even in a combat where he is not involved.
Between 6AM and 6PM, he can double the level of any one
This is a nice card that will help counter the "camping and additional card in a combat in which he is involved.
killing from a distance" type decks. The Oracle's level makes
him usable in any deck that has less than 20 champions. This Like many Dragonlance wizards, Saldon's effectiveness is tied
counter can also be used if an opponent has him in play, since to the time of day for the game. Because of this, this is a great
he may be discarded from hand. This power may only be used card to put in you decks for relaxing games on the weekends
once, but can be very useful. Stopping common tournament or early tournaments. Saldon's low level is balanced by his
cards like Cataclysm! [1st-99] or Disintegrate [1st-393] could power to double the icon level of any card in play, and the fact
mean the difference for many decks, but it should be noted that it can meddle every round means he is a great card for
that the cards he affects are quite limited, and popular cards support heavy decks (ally, war spells, etc.). Also, this is a great
he has no effect on include Estate Transferance [3rd-437] card for team play or decks meddling with opponent battles
(since it doesn't discard, but sends to the Abyss) and Psionic (working well with cards like Foulwing [TU-76] or Nomad
Disintegrate [DU-73]. Even with Mij's restrictiveness, he will get Mercenaries [3rd-256]). The biggest problem with Saldon
himself into many tournament and fun decks, due to the impact decks is that it requires additional cards, and other additions,
and popularity of the cards he affects. While he can only be like those of the Triumverate Realms or the automatic ally of
used once, that one time will often be enough to be the the Orcish Shaman [IQ-18]. Therefore, the most effecive decks
difference between victory and defeat. for Saldon would be large format (75 or 110 card decks).

Tagor Migor Orcish Shaman


15/99 18/99
Psionicist Cleric
6 4
Dark Sun AD&D
In combat, this champion may use his chameleon power to Orc. Can cast wizard spells. This champion's Orc tribe counts
make his allies (only) immune to the special power of opposing as a permanent +5 ally for this champion.
allies for the remainder of this combat round.
While there are not many orcs in Spellfire, many of them
Tagor is an interesting champion, but not appropriate for most become stronger when others are played. If you are trying to
decks. This psionicist isn't fitting for most psionic decks, but play an orc deck, this champion is useful because it can give
couples well with some psionic powers, like Complete Healing you two in battle (champion and ally), as opposed to the
[PO-67] and Intensify [PO-89]. Primarily useful for decks regular one. However, if you are not using an orc deck, the
focused on allies. This defensive ability isn't useful against Shaman's only usefulness is being able to cast both wizard
non-ally decks, so Tagor's power will often not be used. and cleric spells. The +5 tribe can be useful, but not greatly so,
However, being able to protect yourself from cards like Brine as it isn't a strong enough bane against the evil Blamblower
Dragon [DL-45] or Master Illithid [DU-53] could be very useful. [DL-56], which requires 6 levels be discarded from battle. This
Not saving the champion though still makes this champion less champion doesn't stand out as extremely useful, but makes
useful that ones the restrict allies from being played (like nice filler for a deck that can think of nothing better than a 4th
Cistern Fiend [3rd-282] or Tergoz Tenhammer [3rd-60]) or level champion to cast most spells that is a little stronger in
makes the champion, and therefore his allies, immune to ally combat. However, I'd avoid it for tournament decks; you will
powers (like the Ghostly Piper [AR-10]). In other words, you want a stronger card.
should be able to find another card better than Tagor unless
you really want to couple psionics and allies. Aramil of Tusmit
19/99
The Enchantress Psionicist
16/99 5
Regent Greyhawk
5 This champion is immune to psionic power cards. During
Birthright combat, Aramil may use his superior mind control powers to
Can cast wizard spells. Before combat, only when defending, steal a just played opposing ally.
she can enchant the opposing champion, causing the
champion to lose its special powers for the duration of this Aramil is a quiet, unassuming champion that could be very
combat round. useful. His level makes him useful in a variety of situations,
and makes a good defender against the Living Wall [PO-58].
The Enchantress is a good champion for many decks. Being Arami's immunity is relatively minor, since most decks don't
able to use both blood abilities and wizard spells, she is carry many psionic power cards, but his immunity does make
immediately a good candidate for a deck that focuses on either him a nice combo card with Control Winds [PO-74], as his
and dabbles in the other. Her power is a little confusing, so immunity means he could keep his champion powers. The
here is the break down. Before combat means it activate first in more interesting power is the one that lets him steal an ally as
battle, usually before the attacker (though Agis [1st-261] would it is played. Since many allies that are played in tournament
be able to use his power first as it also is before combat). decks are instant defeats, this counter power could be very
When defending (realm or otherwise), she negates the useful for giving his player a better chance of winning.
attacking champion's power, including immunities (unless the However, the choice of when to use the power is rough, as
immunity is to champion powers), and therefore the strongest often an opponent will not play her best ally first since that

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power is waiting to activate. I would save the power to either Hero
any point where you've run out of support cards to use, or 5
when the opponent plays an ally that would instantly defeat AD&D
you (such as the Dreaded Ghost [4th-246] or Intellect If this champion wins a round of combat while attacking, he
Devourers [3rd-86]. He is a good champion that will be seen in may look through his draw pile and put into play any
a variety of decks and situations. (obviously) female champion as a "groupie". If he successfully
defends a realm, he gets a number of spoils equal to the
Dragon Mountain Kobold number of "groupies" in his pool.
20/99
Monster While Mij Draw, yet another card based upon the legendary
? Jim Ward, can be a fun card to build a deck around, I could
AD&D never recommend it to any deck. Until Mij wins an attack, he is
Limit per deck: Up to the Maximum number of champions per just a card with a negative power. His second power only
deck. Immune to Rule of the Cosmos. Adjusted level is equal works for those cards designated groupies, and thus, if he wins
to the number of Dragon Mountain Kobolds in play. If Infryana a defensive battle with no groupies in play, his player gets no
and Dragon Mountain are in play and belong to the same spoils (worse than a champion with no power). If he wins a
player, all Dragon Mountain Kobolds in play go to that players round attacking, and can get a groupie, he is average when
pool. If either leave play, then all Kobolds in play are defending, and only gets beyond Dagrande [3rd-82] once he's
discarded. won three or more rounds attacking. Also, remember that the
opponent doesn't defend when Mij attacks, Mij doesn't get a
Dragon Mountain Kobolds are one of the most fun decks to groupie, as he never wins a round of combat. Add this to the
play with. You don't just use one of them, you make it the fact that he has no powers to help him actually win the battles,
entire focus of the deck, as they grow stronger when together, and Mij Draw doesn't shake up well. However, if you do decide
just like adventurers. However, there are some major worries to use him, the best combo with him is the Cloak of
when playing with a DMK deck. Another player can steal all Displacement [BR-34], to let him attack more than once a
your Kobolds if they have both Infryana [DR-26] and Dragon battle and build up a bigger following. His uselessness fits this
Mountain [DR-2] in play at the same time, something not to champion, as he is a epitome of purity, but uses groupies to
rare if your opponents play dragon decks, which is a common his advantage :)
theme. However, the best solution (to destroy one before the
other comes out) isn't an option, because if either leaves play Karistyne
(regardless if both were in play or not) all DMK in play are 23/99
discarded. This is the best reason NOT to put Infryana or Hero
Dragon Mountain into the deck, because if you need to play 8
them, you expose your deck's Achilles' Heel, and if you carry Greyhawk
them in your deck and don't play them, you are just left with Adventurer. Can use cleric spells. If owned by a player with at
dead cards in your hand. Therefore, don't put those two cards least 3 other adventurers, none of this player's adventurers
in the deck, regardless of how well it fits the theme. Fit in a few can be sent to the abyss for any reason by any player (even
other champions just in case the worst happens, but try to fit this one).
as many as you can. Can this theme make a good tournament
deck? Not likely, as the DMK have no immunity to the This adventurer should only be considered for a tightly themed
opponent, and only have a truly notable level when you get at adventurer deck, as Karistyne requires other adventurers to
least eight of them in the pool at the same time. However, if activate. However, Karistyne's power is immediately more
you are truly in a fun mood, a DMK/War Party [3rd-54] deck useful than most adventurer's in 4th edition, as her power does
will keep you reaching for a calculator :) not require her to be in the pool to keep in active. If Karistyne's
player has at least 3 other adventurers in play, this card is very
Luccia similar to the dungeon Mausoleum of the Zombie Master [DU-
Hero 1]. Her power protects all adventurers the player owns from
5 being sent to the Abyss for any reason. While this prevents
21/99 you from doing this also, so far no adventurer needs to be
AD&D discarded to the Abyss to activate it's power. As long as you
Adventurer. Flyer. Can use thief skills. Luccia has a +7 flying don't include any cards that require you to sacrifice a
griffin mount as her ally and makes Luccia a flyer. She is a champion to the Abyss, this would be a perfect addition to any
great scout, thus when she is in the pool, all adventures may adventurer only deck and supports the adventurer theme well.
use their special powers (and those of attached cards) first Outside of an adventurer deck, you should never see or use
when defending. this card.

Luccia is another solid adventurer for an adventurer deck. Silversun


Being a hero able to use thief skills, she is not restricted by the 24/99
Guildmaster [NS-28]. She may summon her griffin ally to make Cleric
her a flyer (she is not a flyer without the ally, so when she 9
attacks a realm by flying, the ally has automatically been AD&D
summoned) any time during battle. While her power doesn't Silversun was driven insane in her quest for a balance
require any other adventurers in her pool, in only works for between good and evil. If she attacks and wins a round of
other adventurers (thus only being suitable for an adventurer combat, the realm is razed, but she is discarded.
deck), and only works when Luccia is in the pool (not when
she is in combat). Her defensive power works very well in an Silversun is an interesting card. Being a level 9 cleric, she is
adventurer deck though, allowing adventurers use their powers one of the most powerful clerics in the game, behind Nemon
first. More importantly, it allows the adventurer's attachments Hotep [NS-67], Jerome Kazinskaia [IQ-25], and many avatars.
activate first, so this card combos well with instant win Her purely offensive power (she's just a random schmuck
attachments, such as the Vorpal Blade [FR-56] or Ebony Cup when defending) is a use it and lose it type power. If she wins
of Fate [FRc8], among many others. I'd recommend this card when attacking a realm (note: attacking anywhere but a realm
for any adventurer deck. does not activate Silversun's power), she MUST be discarded
and the realm razed (unless the realm negates her power, like
Mij Draw, the Epitome of Purity and Might Griff Mountains [DR-5], in which case her power doesn't
22/99 activate at all). For an instant win deck (using cards like

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Dreaded Ghost [4th-246] or Blamblower [DL-56]) this can be bigger totals in games. An interesting card, but only really
very useful, getting spoils to hopefully get another realm. shines in certain settings and times.
However, most decks like to keep high level champions in
play, so a deck hoping to make maximal use of this card needs Aria Kyra
cards to bring her back from the discard pile, like Coming of 27/99
the Pheonix [RR-56]. I'd only suggest using Silversun in a deck Hero
that focused on instant wins and has lots of other champions to 7
fill in the gap when Silversun is discarded. Dark Sun
Halfling. Can use thief skills. Champions of base level 6 or
Jerome Kazinskaia higher cannot defend against this champion.
25/99
Cleric Aria is a very interesting champion for a combat deck, or for a
10 "kill 'em in the pool" deck. Able to prevent champions 6 or
Greyhawk higher from combat often makes gathering spoils much easier.
Jerome does not need permission to cast any cleric spell. To make her even more strong, combo her with another card
During this players turn, Jerome may do one of the following: that restricts opponents from facting her, or specific instant win
During phase 3, he may retrieve from his discard pile any non- cards. Examples of these include the Heartwood Spear [1st-
undead/werebeast ally. Or, during phase 5, he may retrieve 318], the Sword and Helm of Garion [TU-21], or, my favorite,
any one defensive cleric spell from the discard pile. the Sword of Sharpness [DU-64, which means only base
champions base level 4 & 5 can oppose without instant death.
Jerome is an interesting card with many options available to Her level does usually give the opponent the opportunity to
him. The first line has the feature that he is immune to the play the first card into battle, which is often telling, so her focus
power for the Arch-Druid [1st-189], allowing him to cast any should be on winning battle before it has a chance to truly
spell he may normally do. This immunity also extends to begin. The best ways to defeat Aria are all the standard
putting the Talisman of the Beast [DR-75] and still be immune champion slaying methods, as she has no immunity. Someone
to the Lareth, King of Justice [DR-31]. This does not protect his wanting to protect her would do well to use Dark Haven [4th-
wizard spells (if she attaches something like the Viperhand 188], to both grant large immunities, and to lower her level to
[1st-103]), as it specifies cleric spells. The second part of his be able to throw the first card in combat. She would be a good
power is a choice between two options each turn. For an ally choice for combat decks that focus on spoils, since high level
deck, during phase 3 (including right when he is first played champions can't even be sacrificed to her, as they can for the
into the pool), he may retrieve an ally without either the undead Living Wall [PO-58]. Defensively, she is a very poor champion,
or werebeast attribute. There are many good allies available so a deck builder needs to include other defensive measures.
for this and makes Jerome a good addition for any ally deck (or
deck that uses a few good battle stopping allies). The other Sarana
power can be even more useful, in that during phase 5 (after 28/99
combat), he may retrieve a defensive cleric spell from the Cleric
discard pile. Good examples spells to get include: Divine 7
Intervention [DL-81] (to get both a champion and any ally), Greyhawk
Thrice Heart Cup of Balder the Red [FRc1], Intercession [RR- Immune to offensive wizard spells. This champion can be sent
48] (bluelined to defensive), Dispel [4th-400], Locate Object to Limbo until the end of this player's next turn to prevent one
[4th-422], or Atonement [IQ-69]. Any deck that uses these non-event card from going to the Abyss.
often could do well carrying this card (and with Dispel there,
many tournament decks should be expected to carry it). Sarana is a very interesting counter card/champion. She may
be sent to Limbo to prevent a card from going to the Abyss,
Card Combo (from Desafio dos Corajosos 2016): Esta é uma and this could be very useful with cards like Estate
versão melhorada do combo Butler's Balderdash, permitindo Transferance [3rd-437], Mindkiller [TU-56], and Nobody Wins!
que o jogador potencialmente possa arrasar um reino por [4th-490] seeing play often. The only ways to negate her power
turno, ja que, ao vencer o combate automaticamente graças are events, such as Wrath of the Immortals [4th-157] or
ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado. Unavailing Sacrifice [IQ-42], making her more useful.
Jerome então retorna o feitiço no passo 5 para que o combo Therefore, Sarana could be a very useful, especially as she
persista indefinidamente. could be used more than once. However, since she is level 7,
she might be tough to fit into most decks. Therefore, be careful
The Grim Reaper when you work her into the deck that more focus theme cards
26/99 can cover those levels.
Monster
? Kiri Allavesse
Ravenloft Cleric
Undead. The number of champions and allies currently in all 6
discard piles and abyss's determines this champion's level. Greyhawk
Elf. Can cast wizard spells. If Kiri razes a realm, this player can
As anyone could tell you, this could be a good card to slip into choose to retrieve (and play) a non-realm card from his discard
any deck (as it doesn't require any champion levels), pile, instead of taking normal spoils.
especially ally decks, or those for multiplayer games. This card
is similar to the Bottomless Horror [DU-54], whose level is the At first glance, Kiri Allavesse is probably one of the few cards
icon bonuses of all cards in someone's abyss, and Crawling that I would consider dead-weight in this deck. The only place
Claws [NS-66], whose level is equal to the number of it would fit is in an all elf deck. Being able to cast wizard and
champions in your pool. However, The Grim Reaper surpasses cleric spells is nice, especially in the current tournament
them both. This card would be a good addition for many environment, but many champions can do that. Kiri's power
undead decks, or for large games. However, otherwise I might could be useful in a deck with lots of powerful spells (like
shy away from it, unless you are low on champions due to Disintegrate [1st-393]), but it requires Kiri to raze a realm.
large level champions, because it only has a level and undead While not explicit, Kiri's power only works when she razes a
status. It has no special power aside from the level, which will realm in combat (because of the last clause of the text), so a
only put only into avatar range (usually) in multiplayer games. key part of using her power is to allow her to raze a realm.
Also, this card would be nice in a 75 or 110 card format, as Also, any power that would prevent Kiri from getting spoils
those have more champions and allies usually, leading to even (such as Stug [3rd-272]) prevents using her power, as her

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power can only happen if she would normally receive spoils. cleric) from being cast at him or his pool, is very strong, and is
Kiri could be powerful if she used Johydee's Mask [1st-218] to one of the few ways to protect yourself from Wish [4th-384],
imitate Tithian [1st-301] or Silversun [IQ-24] to insure a razing because Gib Ergo doesn't use immunity. It should be noted
if she is victorious in her attack. However, without this combo, that if Gib Ergo goes into combat, his power no longer protects
there is little reason to use her, as she has effectively no the pool because he is not "currently" occupying it. Gib Ergo
special power without razing a realm also has the unique property that he requires you to attack
each turn, but allows you to attack with any champion of your
Vargas choosing. While the attacker from Gib Ergo's pool may not be
30/99 grants Ergo's immunity (since it is not in the pool), there are
Cleric many ways to satisfy Ergo's condition with little to no harm.
5 Good attacking champions include Jamlin [NS-38], Ochimo
Forgotten Realms [FR-95] or Seveia Shadowmaster [PO-14], as their loss would
Dwarf. Earthwalker. Vargas is accompanied by an result in no loss of champion, and therefore, no granting of
earthwalking earth elemental ally whose level is twice the spoils. The best ways to negate Ergo's advantage is killing him
number of unrazed realms in play. This ally is immune to the in the pool, using the Scarlet Brotherhood [1st-135] or Death
powers of flyers and all their attached cards. Field [DU-81], just remember that events and spells won't do
the job. While Gib Ergo's high level makes him difficult to fit
Vargas is a nice addition to any dwarf or earthwalker based into a deck, particularly in he is meant only to sit in the pool, he
deck. Vargas is especially strong in large multiplayer games, will be worth it if you find the room.
as his ally is more powerful with more players (thus more
unrazed realms in play). To protect this strong level support, a Adamar Session
good attachment for Vargas would be Star Gem of Martek: 33/99
Sapphire [RR-75], preventing the ally from being discarded. Hero
His immunity can also be very useful, as it goes beyond battle 7
and into the pool (so Vargas's magic items are safe if the Forgotten Realms
opponent's Wand of Telekinesis [DL-63] if it is attached to a Can use any cleric from any pool as an ally in battle. If
flyer. While Vargas is not a ground shaking (so to speak) victorious in combat, Adamar may retrieve one card from the
champion in the Spellfire game, he does help fill the gap in owning player's discard pile or abyss. Both Adamar and the
many theme decks. recovered card are then shuffled into the draw pile.

Etarkine Adamar is very similar to other cards available, with a twist that
31/99 makes him an interesting choice for a wide variety of decks.
Hero First off, one will find that there aren't that many good combat
1 clerics, thus the first power isn't that great. After the round of
AD&D combat, the cleric ally returns to the owner's pool unless
Adventurer. Halfling. Etarkine is immune to offensive magic destroyed during battle. The second power is a twist of a
items. Before combat, you must play "rock, paper, scissors" victory based power found now on many cards, such as
with the opponent. The winner wins the round of battle and the Halcyon [1st-c16]. If victorious in any combat (regardless of
loser is discarded. If the game is a draw, the battle continues how he got into that combat), the owning player (NOTE: Not
normally. the controlling player, but the owning player) can pick a card in
the discard pile or abyss to get back to the deck. If a card is
This is probably the most broken card in the entire Inquisition retrieved, it and Adamar both are shuffled into the owner's
deck, and should be added to any deck with the card room deck. Compared to Halcyon, it is an interesting connection.
(which isn't that difficult with the low level of 1). Being both an One could say that Halcyon is better because it retrieves a
adventurer and a halfling, you can give Etarkine additional card from the discard pile into the hand, with Halcyon returning
powers with cards such as Vitralis [4th-292] or the Shadow to the pool, helping card advantage. However, it could be said
World [BR-72], fitting especially well into decks with those Adamar is better because he can get cards back from the
themes. Etarkine's power gives you a 33% chance to win any Abyss (which Halcyon can't do, and can include unused
combat round, even one you should be automatically defeated, events), but both cards go to the deck, hurting card advantage.
such as opposing the Living Scroll [2nd-408]. This is because I'll leave that choice up to the deck builder, but if you choose to
Etarkine's power activates before combat, therefore before the use Adamar, remember not to attach long term magic items or
rest of the order of activation, making it a very powerful artifacts to him, as they would be discarded when he gets
defensive champion. The best way to deal with an opponent shuffled back into the deck. The best combo with him is
using Etarkine is to use "poison pill" type champions against Blamblower [DL-56], as it is discarded to work, and would be
her, such as Iuz [1st-167] or Auruk Draconian Lord [2nd-418], discarded when Adamar retrieves a card. Also, note if he gets
where you are ahead in levels in case of a tie. Aside from that, Halcyon (as she is a cleric), you may retrieve cards using both
other methods of killing low level champions (like Death Fog of their powers, as neither is required to be the champion (also
[1st-391]) are also very effective against Etarkine. If at all making Adamar a great champion to borrow with another
possible, I'd suggest slipping this wonderful defensive card's special powers).
champion into your deck. I'd avoid using Etarkine offensively,
as you automatically start with a 33% chance of giving the The Devourer
opponent spoils. 34/99
AD&D
Gib Ergo Monster
32/99 9
Hero This champion must attack on the owning players’ turn or be
10 sent to the abyss. It is immune to all cards that prevent attacks
Greyhawk from occurring and the powers of all realms and holdings. If the
Immune to events. No spell may be cast at this champion or at Devourer wins a round of combat, the owning player may send
any pool he currently occupies. This player must attack each one champion in any players’ pool to the abyss.
turn (at least once), or raze one of his own realms.
The Devourer is a champion very fitting for many combat
This champion, named for Mike "The Ogre" Heubbe, is very decks. It must attack every turn or leave play for the Abyss, but
strong, especially with lots of players and a very combat it has the advantage that pretty much nothing can stop it from
oriented deck. His power, preventing any spells (wizard or attacking. Being immune to realms and holding even lasts to

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outside combat, so the Devourer never has to be worried However, this power really shines when Morgan attacks. Even
about the Horned Society [3rd-117] or having to discard for the if you let the champion back to their pool, it will not be able to
Den of Thieves [NSc24]. Also, since immunity passes down, participate in the same battle again. If it is a champion that
his allies also may attack regardless of realm of holding saves itself (or will be saved by another card), such as Drizz't
powers. Therefore, a good way to use the Devourer is to use it Do'Urden [1st-45], Ochimo [FR-95], or Jamlin [NS-36], there is
in an ally focused combat deck. These free attack powers no reason not to activate this power. The power doesn't
works very nicely with his last power, in which winning a round specify that the power may only be used when the champion
of combat lets you send one champion in any player's pool to would go somewhere not the pool, so letting a champion
the Abyss. This can help you get rid of troubling pool retreat when it would ordinarily retreat is not that bad of an
champions, like Necba the Wrathmaker [DUc24] or Tasslehoff idea (except if it already has tons of allies you'd rather see
Burrfoot [DL-39]. This can be maximized by cards that let you discarded, as it is an all or nothing option). To decide if you
attack multiple times, such as the Cloak of Displacement [BR- want to Morgan, decide based upon your own play style if you
34]. It should be noted that this last power does not active if would use her power often. If so, use her. If not, you can get a
the opponent just lets you raze the realm (since there is no better level 7 regent able to use blood abilities.
round of combat for the Devourer to win. However, the
Devourer is not to hard to defend against. Instant win cards Otiluke
such as the Living Wall [PO-58], Lovely Colleen [1st-c22], or 37/99
the Heartwood Spear [1st-318] mean this Devourer won't Wizard
come to you, or it will give you free spoils. I'd consider this for 5
any combat heavy deck with multi-purpose support cards Greyhawk
(allies and magic items), but I'd shy away from using him in Gains 4 levels after being declared as an attacker or defender.
one-on-one games, as most decks have a way to instantly kill All spells cast by Otiluke with a numerical bonus are doubled in
a monster in combat. In multiplayer, it shouldn't be hard to find level. If Otiluke draws a wizard spell as spoils, he may cast that
at least on victim unprepared. spell and then draw the next card as spoils also.

Ba'Thrang Otiluke is a great champion for a combat wizard deck. When


Psionicist defending or attacking a Greyhawk realm, he is one of very
6 few champions who could stand against the Living Wall [PO-
Dark Sun 58] and be higher in initial adjusted level. The ability to double
If this champion attacks a realm that has the capability to the icon level of any spell he casts is great, such as Prismatic
defend itself, he can psionically force the realm champion to Spray [AR-60] a +14, which is huge. His third power can be
defend against him in battle. (off) useful too, and can even chain, going on indefinitely until
finding a non-spell spoils or drawing out the deck. This last
This card has a very unique power, and it is a power that power needs a few things to work completely though. First off,
screams combo. There are lots of ways to effectively use this the spell must be castable from the pool, so a solely battle
to gain spoils in a number of situations. First off, there are only spell (such as the Prismatic Spray) won't active the power, but
a few ways of countering this card. The first and best is Ur a good mixed spell such a Cone of Cold [4th-368] would work
Draxa [4th-32], which makes you and your champions immune optimally for this kind of deck. Also, he must be the champion
to offensive psionic powers, meaning that realm champions to earn the spoils, so it can only be planned for when you are
are immune as well and therefore not forced to be used. The pretty sure that the opponent does not have any champions
another way would be if the realm champion were immune to left when attacking, or when defending a realm. Otiluke is a
psionics, but as of this set, no realms exist with this power. great battle mage, but a deck without a combat focus could
Finally, Dispel Psionics [RR-17] can stop this power. The few find better uses for the champion levels.
ways of stopping Ba'Thrang make him powerful, as do his
combo opportunities. The best way is to summon a instant-win Nystul
champion to him (using things like the Helm of Teleportation 38/99
[1st-219]), specifically Apocalypse [4th-343], who instantly Greyhawk
defeats any realm champion. This can also be done using the Wizard
Ego Coin [2nd-419] to attach Johdee's Mask [1st-218] or the 9
Fang of Nosferatu [RV-70] to imitate the power. Other cards Once per turn, Nystul may cast a +7 Radiant Arch (4/off) into
that are good single card combos include Sword of Sharpness battle to aid another champion, discarding one ALREADY
[DU-64], Blamblower [DL-56], and the Sword and Helm of attached card of Nystul's choice. Nystul's ability at disguise
Garion [TUc21]. Definitely a good card for players who love allows him to ignore any cards that defeat or discard wizards.
combos.
Nystul is one of the most battle ready mages in Spellfire.
Morgan Rynes Starting at level 9, few mages start higher. The +7 Radiant
36/99 Arch is powerful, but can only be used to support another
Regent champion, not himself. The addition of destroying a card
7 already in combat (most likely a magic item or artifact) makes it
Birthright even better. The best way to deal with it is using a champion
May cast defensive cleric spells. After a winning a round of immune to offensive spells whenever you expect Nystul to
combat, Morgan may choose to show mercy upon the meddle (The Winner's Cape [4th-520] or Codex of the Infinite
defeated champion, letting the champion return to his pool with Planes [1st-152] are very effective counters). Nystul's
all attached cards. Morgan then may draw one card for each secondary power only works against cards that specify
card the goes back to the opponents pool (not as spoils). wizards. Right now, that only includes The Day That Will Live
in Infamy [FRc10], The Elf Prince [3rd-440], and Goibhniu's
This card is a very interesting card. First off, her ability to use Warhammer [TU-32]. Therefore, while the secondary power
blood abilities and defensive cleric spells is nice, especially as really isn't that strong, the primary power takes over. This card
the best cleric spells are defensive (Dispel [4th-400], will be seen in many different tournament types and would be
Intercession [RR-48], and Raise Dead [1st-358] are good a good choice for any battle mage deck.
examples). The intriguing power is her power of mercy. In most
situations, it is not the best power to use when defending. It Jallazari Sallavarian
may let you draw lots of cards (especially in large deck, more 39/99
battle oriented variants), but usually getting spoils is more Greyhawk
important, in that it lets you possibly play another realm. Wizard

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8 sets itself up very well for combos. A few include: Ninja [FR-70]
During combat over a Greyhawk realm, she may use any & Galek [3rd-274], Assassins [1st-252] & The Starving Artist
Greyhawk champion as an ally. Jallazari goes to limbo if [3rd-439], Flesh Golem [RV-73] & Loup-Garou [RV-79],
defeated defending a Greyhawk realm, returning at the end of Flaming Fist [FR-65] & Dream Team [RRc1] (this one is
the owning players next turn. especially bad with Kevin's Blade of Doom [3rd-206] attached),
Skeletal Lord [4th-217] & Troglodyte [DU-46], and Clay Golem
Well, it should be clear that this card would only be regularly [4th-247] & Ki-Rin [4th-248]. Other allies that would be
useful in a Greyhawk world deck. In combat in anything not a powerful in this situation include Nobel Djinni [1st-84], Intellect
Greyhawk realm (including Dungeons or cards that cause Devourer [3rd-86], Kank Lancers [3rd-255], Barbaric Allies
combat outside the formation), Jallazari has no special power, [4th-512], Undead Dragonrider [DR-81], Chimera [DRc13], The
being a random 8th level wizard. When attacking a Greyhawk Dreaded Ghost [4th-246], and Master Illithid [DU-53].
realm, she can get any Greyhawk champion in play as her ally Immunities might also be useful, as using this card often
that returns after combat unless discarded from battle. This doesn't help in terms of card advantage. While strong, I would
can be useful, as there are many Greyhawk champions that only use this card in large deck formats in decks with tons of
see regular play, but it still requires that your opponent puts a allies, as waiting for combos (which is what this card lends
Greyhawk realm available to you (unless you are using itself to) could delay a player from playing at their best.
UnderOerth [TU-3]). When defending a Greyhawk realm, she
shines, being able to use a Greyhawk champion as an ally and Unavailing Sacrifice
return after losing battle against the attacker. However, there 42/99
many champions with similar powers, and many magic items Event
that grant similar powers (like the Ring of Regeneration [RV- Play this event after a player has discarded or put a card into
58]) with fewer limitations. Overall, unless you are playing a the abyss in order to perform or activate a special power. The
Greyhawk world deck, and need another spellcaster, I would power granted by the "discard" is wasted. (Harmful)
avoid using this card.
This silver bullet type card was made to nail some cards that
Treemon Crosse can be very useful or powerful. Specific cards this even foils
40/99 include Myrmidons [1st-61], Gatekeeper [3rd-422], Delsenora
Greyhawk [1st-c10], Helm [FR-89], Yorgia Sandow [PO-10], Ellorelloran
Wizard [TU-93], Manshoon of the Zhentarim [RRc6], Gib Kcir [RRc16],
8 Bag of Holding [Ar-19], Well of Many Worlds [DR-77], and the
Elf. Can use Hero unarmed combat cards and thief skills. Assassin's Guild [NS-14]. When used against many of these
Treemon, a master infiltrator, can always see any pool that is cards, this is a simple counter effect card, but sometimes it can
face down. Before battle as a defender only, Treemon can be quite aggressive and annoying, like in the case of
send the attacking champion back to its pool and choose a Myrmidons, or if used to make the discards for an avatar
different champion to attack instead. wasted. This is a very good card in many different situations,
so you will find a use for it in most games, especially in
This is a very interesting card that work itself into many decks. tournament level matches. However, it won't be used in all
First off, it is one of the highest level elf champions a person matches, and in multiplayer games stopping one effect of one
could find, therefore making it a good idea of a fun elf theme. player just earns you an enemy. The use of this card is very
Something that will make it better for most tournament quality much dependent on your style of play. If you want to focus on
decks is his ability to use many different kinds of support yourself and defense, there are good cards, but if you like
cards: wizard spells, UCC's, and thief skills (before IQ, only 3 meddling and annoying other players, this is definitely a card to
champions could use both thief skills and wizard spells). Also add!
add to this fact that he can see can see face down pools (such
as those caused by Cyric [FR-92] and the Etherial Champion The Gathering
[4th-508]), and he can be an excellent sniper against the 43/99
opponent's pool with spells like Wish [FR-42] or Otto's Event
Irresistible Dance [RR-67]. Finally, she can be the ultimate When played, this player may search his deck for up to 10
defender. In any deck with instant defeat cards, she can be levels of non-avatar champions (4 maximum) and place them
strong, in that she can stop an attacker. The obvious thing to in his hand. (Helpful)
use are instant defeat items (like Sword of Sharpness [DU-64])
or allies (like Nobel Djinni [1st-84]). However, this can be This card is the key for many decks. Any deck that requires a
especially strong by either imitating other champions or pulling non-avatar champion (under level 11) for a combo can use this
them into battle. Good example of this would be Helm of card, being the ultimate search and recover card for
Teleportation [1st-219], Johdee's Mask [1st-218], or Drawmij's champions. For instance, an annoyance deck might go get
Beneficial Polymorph [DU-93]. This could be instant victory if a Hettman Tsurin, Marco Volo, and Necba the Wrathmaker.
player has both the Living Wall [PO-58] and Bilago Lumen Adventurer decks could easily help their champions activate
[PO-17] sitting in his pool ready, even if they can't come their powers requiring other adventurers in the pool. A magic
forward into combat. Anyway, this card will find itself into many item deck may require Chernevik [4th-347] to keep them safe.
different decks (both combat and non-combat decks), so one But best of all, the champions go to your hand, allowing you to
needs to know it well to defeat it's many uses. keep them secret from your opponents when you play this
card. Also, with a huge 4 champion limit, level 1 or 0
Torgo, the Mad Scientist's Assistant champions are easy to thrown in. A complete list of those
41/99 champions are Living Scroll (0) [2nd-408], Gelatinous Cube (0)
AD&D [3rd-421], Gatekeeper (1) [3rd-422], Lernaean Hydra (0)
Cleric [DRc7], Orcus (0) [NS-44], Crawling Claws (1) [NS-66], and Mij
6 Reltub, the Spellfire Oracle [IQ-14]. Also, remember the ? level
During phase 3, while this champion is in play, any two allies champions count as zero, so one could get 4 Dragon Mountain
can be combined (levels added together) into a single monster Kobolds [IQ-20]. Finally, this card is perfect for an instant win
champion. This champion keeps the powers of the allies as its deck. The ability to get the Living Wall [PO-58], Lovely Colleen
own. Any champions formed this way stay in play even if Torgo [1st-c22], or even the Elf King [3rd-440] usually will earn you
leaves play. spoils and is worth this event slot to be used. Don't use this
card having no idea what you might get, but if you have a plan,
This is very interesting, and seems like a combination of Gib this card is one of the best for many different styles of deck.
Hcivonad [NSc19] and Strahd's Malefic Meld [RV-52]. This

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Pangea Effect battle. If you have the spare event slot, I would recommend
44/99 this card for any deck.
Event
All dungeon cards in play move clockwise one player. Players The Apocalypse
may discard a wizard during their phase 3 to move them again 47/99
in the same direction. This event remains in play until Event
canceled. (Harmful) Each player chooses one of each card type that they have in
play, if any. All other cards in play are discarded regardless of
When this event is finally canceled, unless it is one when the any special powers that they may have (including Chernivik).
event is first played, the dungeons stay where they are moved Players then reshuffle their hands, draw piles and discard piles
to, making this an interesting permanent effect. This event is into a new draw pile and draw 5 new cards. Cannot be
best used after someone has already disposed your dungeon, canceled, calmed, duplicated, or EDT'd. (Harmful)
but the person to your right still has a dungeon (because that First off, it must be noted that the Ogre has added "Playable
will be the one you get). Obviously, if you need your dungeon, only once per game" to the card text. This is so the games
or it tightly fits your theme (like Return of the Dwarven King don't last too long as all players carry a copy of this card and
[DU-26] or Enchanted Land [DU-15], you wouldn't want to use play it. Also, for those not in the loop, the "or EDT'd" refers to
this card, but if you have a deck that doesn't fit any dungeon Enter Darkness Together [DUc10]. That said, it must be said
(like a normal undead deck), you can't lose by carrying this that this is the most powerful event to hit the Spellfire scene,
card). While I'm not sure I would recommend this for any shooting down the evil Fates [BRc23] and the Horrible
specific deck (this on really is a case by case card), I am sure Tarrasque [FR-1]. This one card simply resets the game. Each
that it will show up in tournaments, so you need to know it is player keeps one of each icon type in play (Champions,
out there and has the potential to truly annoy you. Artifacts, Magic Items, Allies, Realms, Holdings, Rule Cards,
Dungeons, and each individual support card type), meaning
Dragons Turn the Tide that no one have more that 1 realm in play. All other cards
45/99 anywhere except those in the Abyss and Void, are shuffled
Event together into a new draw pile and a new hand is drawn. Since
If a dragon razes a realm though combat, that player's all drawing happens simultaneously, these card may not be
champion may immediately rebuild one of his own realms. This Hijacked [DU-86]. Immunity is ignored with respect to this
event lasts until the end of the event player's next turn. event, so coming out of it better than others is tough to do. The
(Helpful) only ways to avoid this event is to delay it with Dispel Illusion
[IQ-83] or destroy it from a player's hand before they have a
This is another of the cards not worth the material it's printed chance to use it. This ultimate reset button can be good for any
on. Let me explain why: For a dragon deck to make it worth deck. The decks most likely hurt are speed decks that use lots
while, it needs to be more powerful than the standard: Spirit of events, as the Abyss/Void doesn't come back. I would
the Land [1st-288]. Spirit unrazes any one realm (or at least recommend this card for any deck that is good, but sick of
that is the important part of the card). Therefore, for this card to speed winning every game, using it to hammer people when
be better, you need to unraze at least two realms. However, they get ready to win. The biggest reason not to play it is the
since it only lasts until the end of this player's next turn, you restriction to once per game, so if you draw it after it has been
only get two attacks, so both must earn you spoils of victory played, it's a dead card. However, in most cases, just having
against a realm. You can give yourself more chances for the option to push the reset button is worth that risk.
victories by extending this, by use of the spell Extension I [DU-
91] (maybe even with Permanancy [IQ-78] cast on it) or by Update: This card has been adjusted in March of 2003 to only
getting more phase 4's with the rule card Out of Phase [IQ-54]. be playable if every player has gotten 3 realms into play at
With these adaptations, a combat heavy deck may be able to some time in the game. This means it can no longer just be a
make this card worth it. However, a combat heavy deck isn't safety button for players just trying to win but found somebody
likely to get many of its realms razed, so you still could be faster. Instead, it is meant to be played only if one player
limited by not having a decent situation. So, in 99% of decks jumps ahead of the other players. The only way a fast, but not
out there, I would recommend not using this card. Otherwise, fastest player can abuse this card is preventing the third player
try to have fun with this one if fun games. from gaining his third realm on the table (and if that energy is
used that way, they aren't likely to knock back the leader and
get victory).
An Eye for an Eye!
46/99
A Good Defense
Event
An opponent who just forced a discard of one (or more) of this 48/99
players champions or realms, must now discard the same Event
amount and same type as those discarded, chosen by this This event cannot be used by a player with the Azure Tower of
player. This card may not be duplicated, deflected, or Onad the Fallen in play. All abilities and cards owned by this
canceled. (Harmful) player are considered defensive (or helpful). This event lasts
until negated. (Helpful)
This event is for the players out there who are of the revenge
school as opposed to prevention. If you lose one or more This is one of the few good reasons to play the Purveyor of
champions or realms, then you force the person who caused Events [DU-16]. This nice event can't be countered or negated
you to do that with a same effect with very little counter (only with the Purveyor out, and that also works with any event
Enter Darkness Together [DUc10] stops this event). In most played after it (including horrible ones like The Fates [BRc23]
cases, this will just be used after you have been hit by a Wish or Cataclysm! [1st-99]), as every event would be protected. It
[FR-46] or Estate Transferance [3rd-437] (yes, abyssalizing is is for this reason that the Azure Tower [DU-24] was not
covered by this event as well, but any discards from this event allowed to be used with this card (as the Tower is one of the
go to the discard pile), but there are a few situation where most picked dungeons ever used). However, the Purveyor had
more cards can be forced out. For instance, if you were forced no reason to play without this card. This combo will make it
to discard a lot of champions and realms due to a Fates/ Sure into many decks in many different settings, and the only way to
Thing combo, this can destroy the person who pulled it off, get rid of it is to go after the Dungeon. Should it be used in
making it almost an Apocalypse [IQ-47] situation. This is a decks other than those with the Purveyor? Not likely, as it is
good event as it can be used in any game (since it doesn't look too easy to counter to base a strategy upon it, except that it
at phases, you can even use it as a response to cards in can sometimes be used to get around immunities (remember,
unless the immunity specifically targets defensive cards, it only

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effects offensive cards). A good card to keep with this one is Playing Field [IQ-51], Song of the Dragonlance [DU-22], or
Karlott the Shaman [3rd-63], as it can get this event from the even
Abyss if someone discards it before you have a chance to Mausoleum of the Zombie Master are all better than this
draw and use it. dungeon in most games except for the purest of fun settings.

Cheat!!! Level Playing Field


49/99 51/99
Event Dungeon
The player of this event can choose one of the following 3 AD&D
effects: This player is not effected by any cards that cause instant
a) Draw 2 cards. (Helpful) defeats or by any cards that require permission to use cards.
b) Look at all hands and discard 1 card from each (even his
own). (Harmful) This dungeon is much like Dungeon of the King [DU-2] which
c) All players may unraze one realm, then this player can lets this player not ask for permission to use support cards.
unraze another of his choosing, but only if everyone unrazes a There is now no reason to ever play that card, as this one is
realm. (Helpful) clearly better. Firstly, this card broadly says any card that
requires permission while Dungeon of the King lists each type
What makes good Spellfire cards is either extreme power or of support card separately, so new card types can be protected
versatility, and this card definitely is versatile. However, this as well. The other part that puts this card a step above if the
card trades away a lot of it's power to have that versatility. So first part, that makes this player immune to instant defeats. The
lets look at each of those three powers. Power A lets you draw definition of "instant defeats" is very important to the use of this
two cards, but that only gives you one card in terms of card card. The working definition is "a card played in phase 4 (in
advantage (you drew this card, meaning the first card you draw combat) that would cause a champion to be defeated or
is just a replacement for putting this card in your deck). Only discarded from battle for any reason other than levels". This
one card in advantage is not usually worth it, especially means that you can completely ignore any card that would
compared to other card drawing events. Power B lets you look instantly kill you, so it can be very dependent on timing of the
at every hand and discard one from each. This is very similar play. For instance, say you are using Level the Playing Field
to the card Discovery of Spellfire [2nd/401], but not as good, as and an adjusted level 8 champion, and the opponent plays a
it forces you to discard a card even from your own hand. So Dreaded Ghost [4th-246], which drains 9 levels and discards
playing this card looses two cards in card advantage (Cheat!!! an opponent if reduced to 0 or below. Because the Dreaded
and the card you discard from yourself). This can be lessened Ghost would kill you, you ignore it completely (you don't get
by using this card only when it is your last card in your hand, drained AND you ignore the allies level). Why does this work?
but that's not that often. To balance the card lose, you need to Because the card says "not effected BY ANY CARDS that
discard two opponents cards. However, in a three or more cause instant defeats...". Since it would cause an instant
player game, this splits even, as even if someone negates it defeat, the card is completely ignored. However, if you were
with a Calm [1st/400] or Delsenora [1st/c10], it still is a card using, say, a adjusted level 14 champion, the Dreaded Ghost
from advantage, so usually you'll get this back (plus, if would drain the levels and give the +9 bonus to the opponent,
someone negates it completely with a Limited Wish [FR-43] or because in that situation it is not a card that would cause
Intercession [RR-48], you don't lose card advantage to that instant defeats. This card can save you from many of the
player as you lose one card (Cheat!!) and they lose one (the nastiest cards in the game, such a Loup-Garou [RV-79],
counter)). Finally, power C can be useful, but usually works Takhisis's Mirror of Underworld Minions [DL-15], Vorpal Blade
like Safe Harbor! [1st/107]. Usually, one only carries realm [FR-56], Mindkiller [TU-56] (if cast in battle), or Wand of Orcus
rebuilders to win the game, and this card could allow a tie by [AR-2]. The best way to deal with this is to play cards that
allowing multiple players gets to 6 at the same time. The restrict cards your opponent can play (anything that doesn't
addition of a second realm could be useful, but only when say permission) or cards that are high level that help insure
each other player has a razed realm to unraze, and if every battle. Examples include Tail Sweep [DR-91], Master Illithid
player decides to take advantage of the power (since it is [DU-53], and the always horrible Fighting Dirty! [DUc3]. This
optional). Overall, this card is the watered down version of does not extend to cards you are playing. For instnace, if you
other events with many options. You will see it in many are using the Ebony Cup of Fate [FR-c8], and are defeated
tournament decks, as versatility is a prime thing experienced when you find an artifact in the opponent's hand, you do lose.
card players look for. However, I personally think this card I'd recommend this for almost any deck expecting battle. I'd
gives up all power for that versatility, and while it'll never be a expect to see it in many tournament decks in coming years.
completely dead card in your hand, it won't be the power card
to save your butt in a game. The Guild of Adventurers
52/99
Hall of King Snurre the Fire Giant Dungeon
50/99 AD&D
Dungeon If this player has an adventurer discarded outside of combat,
AD&D he may replace it by searching for any adventurer in his deck
All of this player's giants gain 4 levels. Allies of icon level +4 or and put it into his pool.
less cannot be played against this player's giants.
This was a card badly needed; a dungeon for adventurers.
Giants have been a theme that has needed a dungeon, Now the question is "is it better than other dungeons an
however, this dungeon isn't worth it, even for an all giant deck. adventurer deck might use?" This card doesn't provide your
It gives all your giants +4 levels, but since to be truly significant adventurers any protections against discard, but it might have
the bonus usually needs to be +5, all this does is give the an even better power. If one is discarded outside of battle
opponent the chance to play their cards into battle first, which (note: being sent to Limbo or the Abyss doesn't activate the
can sometimes be all that is needed. Therefore, this bonus of dungeons power), you may search your deck for any
levels does not make it worth playing. The second part of the adventurer in there. Some of the best adventurers to get might
power restricts allies of +4 or less from being played. While include Sharla [4th-290], Rumples [4th-297], Dearlyn
this does protect this player from some annoying allies (like Ambersong [DU-44], Etarkine [IQ-31], or Dor Amberglow
Intellect Devourer [3rd/86], Loup-Garou [RV-79], and Noble [DUc25]. However, I think the best card to combine with this
Djinni [1st/86]), the most potent allies still can target you (like dungeon and should be the first to get would be Karistyne [IQ-
the Dreaded Ghost [4th/246] or the Master Illithid [DU-53]). 23], as she prevents any adventurers from being sent to the
While this dungeon gives a giant deck a few perks, Level the Abyss, therefore making the dungeon more useful. Another

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card that would combine well with this dungeon would be Tymora's Coin
spells or effects to bring champions back from the discard pile. 55/99
That would stop almost anyone from going after your pool Artifact
outside of combat. The best way to get around this dungeon is +3
to kill champions in the pool during combat, using cards like Forgotten Realms
Lyr of the Mists [PO-23] or Arrow of Slaying [4th-200]. This can This player is immune to 'A Sure Thing' rule card. When forced
also be abused, as the dungeon doesn't require the discard is to draw and discard noting the last digit, this player may look at
caused by the opponent, so it can be used to bring out an his top 3 cards of his draw pile and choose which one to use.
avatar or feed a Bag of Holding [AR-28] (to get a replacement
champion AND the BoH card). I think this is a very good This coins is a very interesting silver bullet. Silver bullets are
dungeon that supports an adventurer theme. cards that are meant to target a single card that is causing
trouble, in this case, A Sure Thing [NS-74]. This player can not
Spite and Malice be affected by the rule card. In this case, it means that if a
53/99 player plays Black Bess [FR-2], since this player is to be
Rule Card affected, a card must be drawn and discarded for its effect of
When played, all players name one other card. The named you (all other players still get the Sure Thing effect. Therefore,
cards have no special power while this rule card is in play. if player C has the Coin, and player A attacks player B with a
Vorpal Blade [FR-56] and Sure Thing in play, the combo has
First off, it has been officially noted that you can't say "Spite normal effect. The second part of the power lets you
and Malice" for the card you want to negate, so you have to manipulate the draw and discard by looking at the top three
resort to standard methods to get rid of this rule card (other cards. This can help in two ways. The first and most obvious is
rule cards, Ellorelloran [TU-93], etc.). This card allows you that you can choose the most advantageous of the card
negate the burr in your saddle (the card that causes you the numbers for the situation. The other means you can look at the
most trouble). There are two philosophies about what cards to three cards and choose which one it would hurt you least to
name. The simple method is just name the card that's causing lose (I always believed that destroying a card before the
you personally the most trouble in play. Common targets for opponent can draw it was a great side effect from the random
this philosophy include the Etherial Champion [4th-508], Necba cards). So, would I suggest using this card a lot? I'm really not
the Wrathmaker [DUc14], Mulmaster [1st-33] or even sure. I can see many people carrying it so they are not stung
Blamblower [DL-56]. The other philosophy is to name a card by the vicious Sure Thing/Fates [BRc23] combo, but generally,
you expect your opponent to play, but they haven't player or I'm against single faceted silver bullet cards. Therefore, unless
even drawn yet. This can include Caer Allison [FR-3], Caravan you strongly expect to see a Sure Thing deck, or have a fun
[1st-319], or even Estate Transference [3rd-437]. Personally, I random play deck in mind, I wouldn't use this card.
can see both types used in different situations. For instance, if
you are the first person to play your Caravan, then play Spite Staff of Mishakal
and Malice and name Caravan. If your opponent is running a 56/99
copying theme, negate the copied cards. Copies will lose their Artifact
powers because the copied card is still in play, but has no +3
powers. This is not a bad card to carry in almost any deck, but Dragonlance
a word of caution in using it; you opponents each get to name Usable only by clerics of any world. During phase 5, if this
cards, so YOU need to make sure your deck doesn't run on a champion did not attack, the staff resurrects one champion
certain combo that is likely to be named. Opponents who are from either the Abyss to the discard pile, or from the discard
used to your deck will name your key cards, and your own rule pile to the draw pile, which is then reshuffled.
card will work against you. Therefore, use this card in any deck
that doesn't require any particular cards to work. This artifact is interesting because it is the only artifact with a
world other than AD&D that can be used by a champion of any
Out of Phase world. My guess for the reasoning for this is that this way it can
54/99 still be used by a Dragonlance world deck. This artifact is the
Rule Card only one that can bring champions out of the Abyss (though it
(normal rule card text here) Each player may exchange up to 2 only goes to the discard pile), or put a champion from your
phases of his current turn (phases 1, 2, and/or 3 only) for an discard pile into the deck. Overall, this can be useful, but I'm
additional phase 4 for each phase given up. Each phase 4 not sure it's worth only being able to be used by clerics. The
ends when a spoils is drawn by the acting player, the attacking best use I can think of for this artifact is in combination with
champion is defeated in combat, or card play causes the round another card to get a card from the Abyss. For instance,
of combat to end in a draw. Spoils are drawn normally during attached to the Dragon Cultist [DRc9], you can get a dragon
each phase 4. from the Abyss, then from the discard pile to the hand every
turn. Or it can be combined with the spell Resurrection [FR-34]
For a combat based deck, this is wonderful. Rarely would a or event Coming of the Phoenix [RR-56] to get any champion
player skip phase 1 (drawing), but if the deck is a "Dori Deck" from the Abyss directly into play. The use of putting a
(running with only 8 or 9 realms), there is a decent chance not champion back into the deck should only be used if there are
to have a realm, so you can spend the realm playing phase (2) no champions in the Abyss (or the focus of your deck is in the
in an attack, and possible skip phase 3 if there is nothing you discard pile), as the discard pile gets shuffled back if you go
want to do in the pool. Besides the normal phase 4, this could through the draw pile anyway. I'd use this only if you expect an
be three to four spoils, all playable. That's great! This would be opponent to send your champions to the Abyss and have
particularly good in a deck with lots of combat magic items, or enough clerics, or if you set it up as a combo card where you
cards that let you use cards from the discard pile, so you can send your own champions to the Abyss.
maintain the attack. Cards like this include: Skull of
Fistandantilus [DLc10], Wyrm of Earthwalking [FRc17], Rod of The Shield Tree
7 Parts, Part 7 [AR-27], Sword of the High King [Po-5], Staff of 57/99
Conjuring [4th-165], Whip of Disarming [NS-48], Murlynd's Artifact
Spoon [IQ-65], or the Clockwork Ogre [DU-71]. The standard +6
methods of rule card removal are the best ways of dealing with Dragonlance
this card, such as Genie Bottle [3rd-436] or Ellorelloran [TU- May only be attached to any Dragonlance realm. During this
93]. I'd recommend this for any combat focused deck, players phase 0, you MUST discard a champion or ally from
especially in larger formats. your pool or hand or the Shield Tree is discarded. The

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attached realm and any champion defending this realm is pierce this veil of secrecy. This Forgotten Realms artifact is
immune to the special powers of all offensive cards. built to stay in the pool, so it is best to attach to champions not
likely to go into combat or champions that uses support cards.
This is an interesting, if extremely greedy, artifact. As Examples include Cyric himself, Marco Volo [1st-50], or Pelath
Dragonlance realms still haven't got the bite other worlds have, the Bronze Dragon [DR-28]. The best reason to use this card
right off the bat, I'd consider this artifact ONLY in a (aside from knowing to avoid instant defeats hiding in the
Dragonlance world deck. The cost required by the Shield Tree hidden pools) is to keep clear targets for support cards such as
is very high, but at least can be fueled by cards that can't get in Drain Will [DU-75], Death Field [DU-81], or Death Spell [1st-
play because of the Rule of Cosmos. So there are two 392]. The secondary effect of the Monacle is also slightly
questions you have to ask anytime you have a card with a interesting, though only effective in three or more player
negative power; (1) Is this card worth the punishment I have to games. The ability to take away 1-6 levels (half of base level,
take to keep it in play, and (2) is it better than another card I on the average) can be crucial in a battle, and would a fun
could put in its place. Now, I must admit, it's got a great power. card in a team tournament. Also, for those who like to play
Besides being a tasty +6 which can be huge in many battles, politics, it can be a very useful tool to barter deal with other
any champion defending the realm, and the realm itself, are players. All in all, a pretty good card, but only if it fits your
immune to all offensive cards. That is huge. It also means only support cards (pool destruction) or if you love player politics.
allies, champion powers, or events can remove this card, so
it'll last for a long time. The biggest problems with this card The Tomes of Spellfire
(besides the cost, which I would consider too much for any 60/99
non-ally focused deck) is the the same set of problems for any AD&D
realm artifact: it is only defensive and only helps defending one Artifact
realm. Personally, I wouldn't use this very much because of +2
these restrictions, but for an ally based Dragonlance world Usable by champions of any world. When the attached
deck, this would be good. Otherwise, I'd replace it with a multi- champion is victorious in a round of battle, this player may
use type card, like a strong magic item or a good ally. shuffle and cut any players draw pile, then look at the top three
cards and remove one of them to the abyss. (Off)
Holy Symbol
58/99 The Tome is an interesting "improved victory" card. This
Magic Item artifact, useable by any champion, lets you send an opponent's
+1 card to the Abyss without the opponent have any chance to
Usable only by any cleric. During combat, subtract the base play it. Adding the shuffling effect is very important to stopping
level of this champion from the base level of any one undead people from going after a certain card that the opponent
in play. If the undead champion or ally drops below level 0 it is moved to a place in their deck with cards like Runes of the
discarded. (Off) Future [RRc13] or Rengarth Oracle [4th-503], but it also stops
the effectiveness of those cards (as shuffling means the
This intriguing cleric-only magic item has many options open to desired card is no longer where placed. The Tome is also one
it. At first glance, it looks the like reverse of the rule card of the few cards that lets you shuffle any opponent's deck
Negative Planar Energy [NS-73], draining an opposing undead (most cause your opponent to shuffle their deck), and therefore
champion just like the undead would drain others. However, is not a bad though if you have real worry that your opponent is
this item is much nastier than it looks. The key part is that you cheating (though I find Spellfire players as a group rarely does
can drain levels from ANY undead in play, so it can target that sort of thing). You can choose one of three cards after the
undead hiding in the pool (The Gatekeeper [3rd-421] is a cut to send to the Abyss, and this would be a great way to
particularly tasty looking target for this power) of your abyssalize more realms, especially if combine with other
opponent, or even an undead champion belonging to a player realms to the Abyss cards like Estate Transference [3rd-437],
not involved in the combat. To work, the item has to get into or the Espionage! [BR-18] / Three Card Monte [NS-27] combo.
battle. Some champions are particularly nice to be combined However, there is one large requirement to using this power;
with this card, including Klik-Ka'cha [AR-77], Halcyon [1st-c16], you have to win a round of combat. With only a negateable +2
Verminaard the Dragonmaster [DR-42], Nemon Hotep [NS-67], bonus, you need to have very strong support cards to let you
Tyvorg the Frost Giant [DU-45], or any clerical avatar. It should use the Tomes' power. Therefore, I'd only use this deck as the
also be noted that if not used right away, it can be used to get only "improved victory" card in a deck with some good instant
rid of an undead during battle, including an opposing ally defeat allies or spells, and only for the idea of abyssalizing
before it takes effect. OR you can wait until you use another realms (or key cards like A Sure Thing).
draining power, like the Amulet of Undead Aura [NS-9] or
Sword of the High King [AR-5], then activate the Holy Symbol Wand of Enemy Detection
(which you can do because it's already in play) to finish the 61/99
undead destruction. I would suggest using this in any combat Magic Item
deck that uses many clerics (granted, that's not a lot of decks, +2
but I know there are a few out there...). In a combat round, this enchanted wand allows the attached
champion to activate his powers and attachments first. (Def)
Monacle of Bagthalos
59/99 This is another of the cards that are out there that allow you to
Artifact go first, ignoring the order of activation. It is important to
+3 remember that if multiple of them are in the same round, they
Forgotten Realms cancel each other out and the attacker goes first. This can
No pool is considered hidden for this player. Any choices at a happen if both champions have a Wand of Enemy Detection.
"face down" pool are made face up to this player. Once during Other cards with similar effects include: Alertness [BR-35] and
each opposing players turn, this champion can halve the base Improved Initiative [IQ-95]. This card is more useful than those
level (round down) of any champion during a combat in which cards as it is a general card that can be used by any
this player is not involved. (Off)" champion. The +2 bonus is negateable most times, so only
use this card for when activation order is important: instant
This monacle is a very useful artifact. Its primary focus is to defeat cards. It should be attached to champion with instant kill
negate cards that hide the cards in the pool. Currently, that's powers like the Living Wall [PO-58], Lovely Colleen [1st-c22],
just Cleric of Mask [3rd-70], Cyric [FR-92], and the Etherial or the Living Scroll [2nd-408], or used in conjunction with an
Champion [4th-508], but the latter two often find their way into instant defeat item, like the Sword of Sharpness [DU-64],
tournament decks. This is the only item with the power to Tighmaevril Sword [BR-46], or the Vorpal Sword [FR-56].

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Otherwise, the order of activation usually doesn't matter that Bandage
much. Thus, I'd only use this deck with lots of instant win 64/99
cards. Magic Item
This magic item may also be played onto a champion that has
Scarab of Death just lost a combat for any reason. The attached champion goes
62/99 back to its pool with all attachments (including allies). Then this
Magic Item magic item is discarded. (Def)
+2
When the attached champion is defeated, this magic item This can be a very useful card, but not the most unique we've
attaches to the opposing champion. That champion's player ever seen. This card is truly not blockable by counter cards
draws and discards a card, noting the cards last digit. The (just cards already in play that might restrict playing magic
opposing champion is discarded to the abyss after that many items, such as Flesh Golems [RV-73]), and it lets you save
turns (or immediately if the player doesn't or cannot draw and your defeated champion by attaching this item, then discarding
discard a card), unless he can discard the scarab. This magic it. The biggest twist to this card is the saving of all
item returns to the original owners discard pile when attachments, including any lasting support card, like allies.
discarded. (Def) Plus, it is a counter card itself, so you don't have to play this
card first. This makes it one of the most useful cards. This
This is one of the most intriguing "poison-pill" cards out there. would be particularly good in large deck formats, where battle
Upon defeat, this magic item transfers to the winning champion isn't usually decided by the first card into the round (could be
to eventually discard the champion (depending on the discard, especially nice if a Dragon Mountain Kobald/War Party Deck).
it could be immediate sending to the Abyss to happening in 9 So why don't I recommend this card for every deck? I feel the
turns, which is likely to be longer than the rest of the game). card slot might be more useful for a card to let you win the
This questionable discard time is one of the things that makes battle, not let you escape. Therefore, I recommend this deck
this card questionable to put in a deck. Obviously, this card is for any defensive deck with low champion counts, or any deck
better with a way to manipulate the discard, such as A Sure that is sick of playing it's cool cards only to be killed by a cheap
Thing [NS-74], but you shouldn't rely on combos like that, instant victory card.
unless you're already focused around the Sure Thing theme.
Champions to attach this card to include Iuz the Evil [1st-267], Murlynd's Spoon
Gabrielle Aderre [RV-93], or Ochimo [FR-95]. This card is very 65/99
similar to the Cursed Idol [RRc14], in that the level bonus Magic Item
actually boosts the champion it transfers to (making it higher) +10
and that if it is transferred once, it can be transferred many This magic item cannot be discarded by an opponent, or by
times until it does its dirty work. Since usually there will be a any card an opponent controls. (Def)
time delay before the champion is discarded, it's easy to find a
way to kill the champion early to avoid the Abyss, like bring out For any player interested in making sure they can win by
an avatar, powering a Labor of Legend [1st-108], or other levels, this is one of the greatest cards ever made (completely
useful idea. Unless used in a Sure Thing deck, or a large un-fitting with the D&D magic item, but still good). Ten levels
format poison pill deck, I would avoid playing this card. can me the world in battle. While it isn't my style (I still believe
restriction powers and instant wins are the most powerful type
Nosredna's Amulet of attachments, but I can see this making it's way into many
63/99 decks. This, attached to any cleric spellcaster, allows any deck
Magic Item to use the "quest" spells of the Underdark set that require high
While this magic item is in play, no card maybe duplicated, level casters. Ten levels that can not be removed by
copied, or imitated. (Def) opponents (you can still sack it for something like a bag of
holding or as a side product of any card you play) can often be
This card can definitely screw with opposing players. The too much for some decks to deal with. The only other
biggest question is if it will be used. When in play, it stops all items/artifacts with this kind of power boost are the Throne of
copying of powers or effects from any source. The top cards the Gods [4th-460], Axe of the Dwarvish Lords [AR-2/4th-457],
stopped by this card include the Bell of Might [FRc18], Onad Hero's Chalice [FRc5], and the Winner's Cape [4th-520]. I'd
the Weasel [ARc6], Hallucinatory Terrain [FR-42], Johydee's recommend this for any deck that has multiple spells that are
Mask [1st-217], Drawmij [AR-76], Staff of Mimicry [RV-61], based on casting champions level or any raw battle deck.
Yorgia Sandow [PO-10], Quill Pen of the Planes [POc8],
Drawmij's Beneficent Polymorph [DU-95], and Land of Mystical Orb of the Black Eight
Legends [IQ-4]. Many of these cards have found their ways 66/99
into tournaments. This is especially true of the magic items in Artifact
the above list, as they tend to find their ways into many +8
different themes, and the champion power copiers find their AD&D
way into many speed themes, like the Mulmaster theme or Can be attached to any champion regardless of world
Highmaster Illithios [DUc21] theme. The biggest problem with restrictions. This artifact of random answers also gives an
this card is that if your opponent doesn't use any copying, this opposing champion a level bonus equal to the last digit of the
is a wasted card, as it gives no other bonus. Therefore, if you last card played into battle, on either side. This power and the
are in an environment that allows sideboards, this would be an level bonus are defensive in nature.
excellent addition to that, or against people who you expect to
copy, this could really be useful. However, I personally This silly card inspired by the Magic 8 Ball toy is wasted card in
wouldn't add this to a tournament deck as it's not too tough to most decks. It's effective bonus (it's level minus the opposing
get rid of (with things like the Wand of Telekinesis [DL-63]) and champion's boost from this artifact) goes from +8 (on a 0) to -1
would just slow down the speed deck. This card slot might be (on a 9). Since you could just as easily us Throne of the Gods
better used for a counter card. Will this silver-bullet-type card [4th/460] or even Muryland's Spoon [IQ-65], there is no reason
kill copying? I don't think so, but it might slow it down. Since to play with this card except to show that you like dumb cards.
most copying comes from speed decks, they are likely to get I challenge anyone to find me a truly valuable combination with
their system going before this comes out. Aside from not being this card.
able to play these type of cards until the Amulet is discarded,
there is still no reason not to play them.
Ogre's Horned Helm
67/99

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Magic Item get back the caster and all the other champions in there and
+5 get the whole cycle going again). Outside of these uses (or
This magic item may be discarded from the hand or pool to getting back a particularly important champion who was a
cancel a just played counter effect card. This power even target of a Mindkiller [TU-56] or Takhisis's Abyssal Gateway
works on Enter Darkness Together, but then it goes to the [DLc13]), I can think of no good reason to use this card.
abyss. (Def)
Reincarnate
This is a very interesting new card. First off, it is the only way 70/99
to cancel the effect of Enter Darkness Together [DUc10], Wizard Spell
something that has already won the hearts of many This spell returns any one non-avatar champion from your
tournament players (it's better than choosing between discard pile to your pool, but changes the icon of the returned
canceling the target or ripping up the card). Next, being a champion to that other than the one shown on the card. The
magic item, you don't need to worry about what champions casting player chooses the new icon. The other abilities of the
can use it. Heck, with being able to be discarded from hand, it returned champion are unchanged.
can even be safe from a Wand of Telekinesis [DL-63]. The
defensive +5 can also be useful in battles when you don't have This is a very useful spell. First off, it should be noted that this
a better card handy, making it one of the most useful counter is a wizard spell, thus making this card useable with
cards available. The biggest question if your deck needs the Reincarnate [FR-33], a cleric spell. This spell lets you return a
countering ability. It cancels any counter card, whether that champion in to play, much like Heal [RV-45], Resurrection [FR-
counter is stopping an event, spells, power, ability, or 34], and Coming of the Phoenix [RR-56], however this wizard
whatever. The decks that won't get much use out of it are spell also lets you grant that card a new ability. Now, this could
defensive speed decks. Decks that focus around a support be annoying for a wizard in a wizard spell deck, as they
card (such as the Phase Out/Forbiddance/Permanancy couldn't cast wizard spells any more, but could be VERY good
theme) could use this to ensure their key cards get used. The for a deck that uses a sprinkling of other cards. If a deck just
other type would be a very offensive deck that focuses on dabbles in spells, thief skills, or psionics (as many good decks
winning by blowing apart the enemies. This would let your have been known to do), the ability to bring back a combat
most destructive cards get through tough defenses. I can see focused card like the Living Wall [PO-58] or a pool only card
this card showing up in lots of different tournament and vicious like Hettman Tsurin [4th-257] to use those power cards could
fun decks. be VERY useful. Many cards exist to give champions ability to
use a support card type, but few are general enough for a
Orb of Delight "mongrel" deck, and no others let you get a champion back at
68/99 the same time. Therefore, I would recommend this card for any
Magic Item deck built around using powerful support cards where not
+6 every champion can use every card (or even decks where they
During phase 3 or 5 (but not both in the same turn), this player use many champion types to use the same support card, like
can return to his hand from the discard pile any two non- Wizard Spell decks that use other champion who say "may use
undead allies. wizard spells" in their powers).

For a combat based deck, this card could be extremely Stoneskin


powerful. Similar to the Ghost Crystal [4th-168], this allows you 71/99
to get allies back to your hand. However, the Ghost Crystal Wizard Spell
works only for undead allies, like the Dreaded Ghost [4th-246] May be cast at any time to counter any just played unarmed
and Ancient Dracolich [NS-81], and the Orb of Delight works combat card, and makes the champion immune to unarmed
only for non-undead allies. Some of the best allies to get with combat cards for the duration of that combat round.
this card include: War Party [3rd], Intellect Devourer [4th-213],
Assassins [4th-221], Flesh Golem [RV/4th], Brine Dragon [DL- While this is the only wizard spell that protects specifically
69], Chimera [DRc13], and Master Illithid [DU-53]. There is against unarmed combat cards, it isn't that powerful. Currently,
also another great advantage of the orb; it can work in phase 3 cards exist that negate a UCC: Reversal [4th-435], Counter
5, after combat (The Ghost Crystal works only in phase 3), so [4th-437], and Evade [DR-98]. All of these are usable by any
you can return the allies that let you win the attack (or died in a champion, which by itself can make them more useful.
feeble attack). This works very well in formats with large deck Stoneskin's biggest advantage over these cards is that it
sizes, so allies are easier to fit in. It would also work well in any protects you from any further UCCs for the round of battle.
deck that uses some instant win allies. I highly recommend this This could be useful for a spell deck (with Mulmaster [1st-33]
card for any deck that has room an the allies to make it useful. to let you draw a card from this counter), but not in most
tournaments. Typically, the only UCCs people see in
Atonement tournaments, specifically 55-card environments, are Slap! [IQ-
69/99 78], Fighting Dirty [DUc3], and SOMETIMES Breath Weapon
Cleric Spell III [DR-96]. Very rarely in a tournament would you see more
Place this card and the caster into the abyss, then take any than one of these used in a combat round, therefore making
other card from your abyss and put it into play. (Def) Reversal the card of choice. The times to use this card is in
more fun settings where dragon, undead, and hero decks
This card definitely has some uses, but most are very combo show up more often. In those cases, this card will see more
related. The only time to use to use this as a general card is use and be most effective.
when you know you are facing a deck focused on sending
things to the abyss, especially realms. However, even this Gen
silver bullet type solution isn't a great one (though, since it 72/99
doesn't list phase, one could in phase 1 or 2 realize they have Ally
no realm, and use this card to get a realm sent to the Abyss by +1
an opponent's Estate Transference [3rd-437]). Therefore, the Can only be attached to a wizard, to whom it becomes a
best combo to work for focuses around Gir Kcir [RRc16]. Many familiar. Once attached, Gen MAY search this players draw
cards have been used to let a player use her power often, pile for any spell that can be cast during phase 4. The spell
including copying cards, the Gatekeeper [3rd-426] and copiers, must be shown to all players. After retrieving the spell, the Gen
and the Ward of Freedom [4th-411]. This card could be used is then shuffled back into the draw pile.
well in such a themed deck (usually to get back the This is an interesting card for a wizard deck. First, it must be
Gatekeeper when the Abyss is full, so that the gatekeeper can noted that it can only be used by a wizard, not just anyone

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able to cast wizard spells. That must be taken into account for Repentance
deck building. Now, it can allow you to search your deck for a 75/99
wizard or cleric (as it doesn't say only wizard spells) spell to be Cleric Spell
cast in battle. For the most part, you'd want to use it only to get Can be cast at any time to negate a thief skill. If used on a just
a combat ending spell, including wall spells on defense, Wish, played thief skill, the thief attempting to use the skill is
Mindkiller, Death Spell, or even Blink (Run away!). This can be discarded. (Def)
a very useful ability, allowing you usually to win a round of This is another card in the growing area of thief skill counters,
combat. Optimally, it would work very well for a defensive along with Alarm [NS-85], Double Cross [IQ-77], and Slap! [IQ-
spellslinger deck (IF it carries enough pure wizards). Since, as 78]. However, this defensive cleric spell has a few differences.
an ally, it can only be played in phase 4, it's familiar ability It can cancel a long standing power after it's been in effect
shouldn't matter, as it's shuffled in immediately after it retrieves (which Double Cross and Slap! don't do). Also, it has the rare
a spell. Therefore, use this if you carry battle ending spells privilege to be able to discard a champion while being a
spells, but otherwise, an actual phase 4 spell or other combat defensive card. Of all the specifically thief skill counters, this
card might fill it's slot better. one is the best, as it not only stops the skill, but, catching the
thief red handed, discards the user. This type of ability is
The King's Justice unmatched in the other fields, and really gives cleric spells a
73/99 little bite. True, you can't kill a thief out right, but have to wait
Blood Ability for them to commit the crime. However, who hasn't wanted to
Lasts until dispelled. If a thief skill is used while this ability is in kill the bugger that sent the evil Con Game [DU-82] their way.
play, the thief using the skill is sent to limbo until this ability is Therefore, if you play in a setting that often have thief skills,
dispelled. this is a card to carry if you've even got just a few possible
casters. In tournaments, it's not a bad card to carry, but usually
This interesting power can shut a thief deck down completely. you need a spell that is more useful, like Slap!. However, if
While it doesn't counter a Thief Skill as it's played, it requires a Spellfire had card reserves to switch cards in or out, it would
heavy price; a champion is consumed with each use. There be a decent reserve to have.
are two important angles to look at this card. First is how to
deal with it, and that's tough. Currently, very few cards exist to Time Travel
deal with this blood ability. The complete list is: Dispel [4th- 76/99
400] (Cleric Spell), Wish [FR-46, 4th-384] (Wizard Spell, after Psionic Power Card
play), and Slap! [IQ-84] (UCC, only as played). Realisticly, a This player can take another turn after his current turn is
thief deck should carry Slap!, but other than that, there is no finished, starting with his phase 3 (skipping phases, 0, 1, and
defense against it without spells. Now, this is pretty nasty. The 2). This card is placed in the Void after its successful use. If
worst thief skills, like Con Game [DU-82] or Hijacking [DU-86] canceled, it goes to the discard pile. (Def/5)
would be worth sacking a champion for in the best situations,
but most other ones, especially the ones in combat, would be For a battle intensive deck, this is a great card. This extra turn
pointless to play. Therefore, any Birthright/Regent/Bllod Ability may not be a full turn, but it allows extra phase three powers
deck should carry this if they expect a heavy thief skill deck, and spells (this also may be good if used in a Mulmaster deck
but for the dabbler (carrying only the nastiest Thief Skills), this that has phase 3 and 4 spells). Giving you another phase 3, 4,
card only kills champions, which many other cards can do. and 5 can be very useful, but the best reason to do that is if
Therefore, unless you expect a nasty thief deck, I wouldn't you draw more cards in those phases (thus not having a
recommend carrying this card except for surprise value. That chance to play those cards into play). Phase 3 will only matter
would answer the "Should I use this card?" question (question for those extra cards, or for preparing for your next battle.
#2, referred to above). Battle decks obviously get the most use, as it allows you to
take advantage of an opponent you just beat to attack while
Gate they are down, or work your way through a tough surprise
74/99 defense. The best kind of deck to use it with is a psionic power
Cleric Spell intensive deck with a Highmaster Illithios [DUc21], so that you
The caster can use any champion (except an avatar) from can get another card from the power that can be played in your
another player's draw or discard pile as an ally for this round of new phase 3. Only one other card lets you have more than one
combat. At the end of the round, this champion/ally is sent to battle per turn; Out of Phase [IQ-54], which works well with this
Limbo until the end of the actual owner's next turn. (Off/4) power. Other cards that combos well with this card is the Orb
of Delight [IQ-68] and the Ghost Crystal [4th-168], both of
This is a very interesting card. You trade tomorrow for today. It which let you get back allies in phase 3, to battle again. Similar
lets you go through any ONE player's deck and discard pile, cards would work well also.
get to know what is coming, and pick a champion to help you
win the battle. This is particularly useful against an opponent Double Cross
who likes instant win champions. Optimally, the best champion 77/99
to get would be Headless Horseman [RV-88] while you attack. Thief Skill
That is one of the few situations where you wouldn't be giving Usable by any champion. Play in response to another
your opponent something. You see, that is why this card can offensive thief skill to turn that skill back upon the original
be dangerous to use. Say you take the Living Wall [PO-58] and player.
instantly destroy your opponent. However, at the end of your
opponent's next turn, the Living Wall would be in their pool, This can be a very useful card in some games, and a very
and you have a new danger to deal with. This may end up wasted one in others, as is the way with most counter cards in
being either a Resurrection or a Runes of the Future for your Spellfire. If an opponent uses thief skills heavily, or just enough
opponent, which can be very dangerous. so you need to for the big ones like Hijacking or Con Game [both from
decide if one battle is worth this danger. On the whole, this is a Dungeons], this can save your life (though against Hijacking
great late game card, where your opponent won't be able to this isn't the best). However, in most games, it will just sit their
use it against you, but probably poor if played early in the in your hand while more useful ones like Slap! [IQ-78].
game. Therefore, I'd recommend in setting with larger decks, Generally, very specific cards shouldn't be played, as good
both to have more options and longer games, but not for the generalist cards seemed to be used very often (like Wish [FR-
standard 55-card format. However, I can definitely see it 46] or Dispel [4th-400]). This is usually the best advice,
showing up in a few decks that you come across. especially since this counter requires you use thief skills as
well. So unless you're sure your regular opponents will be
using thieves, this is just another wasted card. BTW, in

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response to questions, you can't Double Cross a Double Cross goes before the order of activation makes a nice treat against
since DC is a defensive skill. anyone trying to get a quick victory with a Headless Horseman
[RV-88]. Also, since the card doesn't state where it "retrieves"
Slap! the card from, you can use it to get it from your deck, hand, or
78/99 discard pile (or even the Abyss!), so it can be a nice recycling
Unarmed Combat Card card. However, there is some risk in this card. If it is dispelled
Usable by non-spell casting champions. This maneuver or negated, you lose both it and the retrieved spell, wasting a
disrupts the concentration of any champion, canceling the card away from card advantage. All in all, I would use this in a
effects of a just played spell, blood ability, psionic power, or defensive spell/Mulmaster type deck (casting this spell in
thief skill. phase 3, as it is supposed to be, allows Mulmaster [1st-33] to
activate) and maybe with a set combo. However, outside of
This is my personal pick for the best card in the set! Even the that setting, this isn't that great of a card.
most spell focused deck carries a nice champion for another
purpose, even if it's just a Living Wall for defense, Necba for Tankity-Tankity-Tank
taunting opponents, or Lernaean Hydra for a champion that 81/99
costs no levels for deck building. Therefore, more often than Unarmed Combat Card
not, a player has enough champions to validate having this Usable by any champion of level base level 7 or higher. This
counter in the deck. It's ability to counter practically any type of card allows the using champion (if victorious in this round of
support card can be invaluable to stop the most deadly cards combat) to steam-roll over the defeated champion to raze the
in the game, including Estate Transference [3rd-437], Death attacked realm. (Def)
Field [DU-81], Psionic Disintegration [DU-73], or Con Game
[DU-82]. The only major support cards not stopped by this This oddly-named UCC is meant to refer to the heavily
UCC are events (which are usually separate), UCC's (very few armored fighter almost every party of adventurers has.
of which are used outside of battle), and allies (ditto). The only Assuming that it has to be used in phase 4, this card can be
similar card is Dispel (4th-400), and it has two significant very useful in many situations. The best time to use it for
problems. One, it doesn't stop thief skills, which means you situations where you are likely to get an instant defeat, but if
need to carry another method to stop the most nasty cards like you do that, you can't use it in battle then because the battle is
Con Game or Hijacking [DU-86], such as Alarm [NS-85] or over. Therefore, the best time to use it is with support cards
King's Justice [IQ-73]. The other problem is that it is a spell, likely to end the battle quickly. To make sure you get to that
and there are tons of ways of dealing with spells. Stopping point, it's a good idea to have a champion who will get a
unarmed combat cards, especially outside of combat, is much chance to play it; remember that if you start with a high level
harder (the only counters I can think of are Reversal [4th-435], champion, you probably won't play the first card into battle.
Counter [4th-437], Evade [DR-98], and Stoneskin [IQ-71],. all Therefore, champions with good immunity sets work well here,
of which only stop UCC's) . Therefore, this card will find uses such as Erital Kaan-Ipzirel [AR-81], The Gorgon [BR-64], or
against practically any deck and users in almost any deck. Gib Ergo [IQ-32]. Good follow-ups after this card to end battle
Thus, I rate it the most useful card in Inquisition! quickly include Mindkiller [TU-56], Level Drain [NS-97], The
Dreaded Ghost [4th-246], or any of the many killing events.
Permanency This card can work very well in any deck that focuses on
79/99 instant kill support cards and big champions, as it requires no
Wizard Spell special champion type to play (like Fighting Dirty! [DUc3]
Cast this spell on a spell with a stated duration, which then
becomes permanent. The original spell cannot be dispelled Imaginary Friend
until this spell is dispelled. Permanency can always be 82/99
dispelled, regardless of special powers. The caster of this spell Wizard Spell
cannot be used again until the end of the owning players next +?
turn. (Def) This spell creates an ally equal to the base level of the casting
champion. This ally may not be stolen or discarded by any
In a defensive spell deck, this card can be a true terror to a means. The ally stays with the champion until dispelled or until
deck not carrying enough counters. Of the spells with lasting the champion is discarded. (Def 3/4)
durations, some stand out well for this theme, including Wall of
Fog [1st/4th 371], Forbiddance [ARc11] (it doesn't say it only This improved version of Find Familiar [FR-40] will usually
affects wizard spells), Phase Out [PO-51], Guardian Mist [NS- grant a spellcaster a bonus of 5 to 9 levels until they are
84], or City Shield [DU-92] . Other interesting uses that can be discarded. This ability can be useful, and can give you
fun include targeting Quest [FR-31] (only champions below something to discard to a Blamblower [DL-56] (while
level 5 can attack for the game?!?), Zone of Truth [FR-38], Blamblower can't force the ally to be discarded, the owner
Mind Fog [TU-44], Blight [BR-51], Divine Assistance [DU-99], CAN choose to discard it to satisfy the evil gnomish invention).
or Enthrall [4th-419] (this is for the truly evil). The best way to However, I'm still firmly in the belief that card powers, not
deal with this defensive kind of play is to play cards that levels, win battles. Therefore, I can't recommend this card to
destroy all spells in play (various rule cards or events, like most decks, as higher levels and better powers can be found
Nullification [PO]). in other allies or wizard spells. The best use of this card is with
a high level caster, such as Lareth, King of Justice [DR] or an
Contingency avatar champion.
80/99
Wizard Spell Dispel Illusion
When this spell is cast, this champion can retrieve any spell 83/99
that can be cast in phase 4 and place it underneath the Wizard Spell
retrieving champion. When he enters a round of combat, this This spell may be cast at any time. This spell prevents a card
spell is considered cast before combat begins. (Def) from being played (return it to the players hand). The card is
considered to have been "not played", and cannot be played
This card can be very useful, especially in a defensive wizard again until that players next turn. (Off)
deck. It is easy to set up with a spell that lets you win as a
defender, even if it looks like you'd be meeting an ugly end. This counter card is a great one, adding to the power of wizard
Good examples would include Banishment [1st-398], spells. Being able to put off the card an opponent gives you
Unnerving Aura [DL-69], Mindkiller [TU-56] (it doesn't say it time to find counters to it, destroy it in the hand, or even
only gets a wizard spell), or any wall spell. This nasty treat that prolong the game (by preventing the sixth realm from being

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played). To me, this can be the best use, but it basically lets This ally can be very useful in some decks, but not the most
you counter ANY card. This is a great power. Even if it only powerful card ever created. Being a dragon and a flier, it fits
stalls the target from playing the card until later in the game, it well into decks of either theme, being the second highest level
can stop any game killing combo (like Sure Thing/The Fates) dragon ally (behind the Ancient Dracolich [NS-81]). Granting
and give you a chance to think. This card can be especially the ability to play dragon UCC's is only matched by a few
potent if combined with cards that discard from your cards (including the Gauntlets of Combat [DR-74] and
opponent's hands, such as Discovery of Spellfire (2nd/401), Dragonne [DR-82]). However, in most decks where this would
Rings of All Seeing (4th), or even Hornung's Guess (TU-37). be very useful have mostly dragon champions already
I'd recommend this for any deck that can find enough casters, (however, if the champion can't play them because of another
as it has game changing power. While it may not fully destroy card, it can be useful). The best card to combo with it is a
the card of an opponent, it is the next best thing. champion that is good for a dragon deck like Verminaard the
Dragonmaster [DR-42] and then using the most powerful
Curse dragon UCC's, like Breath Weapon III [DR96] or Tail Sweep
84/99 [DR-92]. The White Dragon's last power (that of destroying
Cleric Spell magic items already in battle to be destroyed) can be very
This spell causes a magic item or artifact to be cursed. The useful, but for the best impact, it should be saved for then end
cursed item no longer has any special powers and any level of a battle. That, in addition to it's level (a meaty +7), can often
bonus granted by it is now subtracted from the champion's win a battle. All in all, this is a good card for a theme deck, or
base level. Any champion reduced to 0 or below are discarded. one that uses a smattering of dragon cards to enable good
(Off 3/4) combos.

This offensive spell is unique in that it targets an item or artifact Soth's Steed
without discarding it. However, negating an item like this is the 87/99
weakest use of this card. The best is to discard a champion or Ally
reduce base level to force the discard via another card's +8
power. While it can be annoying in battle, it should only be Dragonlance
used in a cleric spell focus deck. There are far better ways to Undead. Flyer. May breathe fire to discard one ally or magic
discard champion (the best being Mindkiller [TU-56]), so I item of +5 or less currently in combat. If played with Lord Soth,
wouldn't recommend this most times. However, cleric decks of this ally doubles in level and cannot be discarded or forced to
more than 55 cards would probably be the best time. switch sides, returning to the pool with Lord Soth at the end of
combat.
I Know What You are Thinking!!!
85/99 This ally can be very useful. First, it has a nice +8 bonus,
Psionic Power Card which makes it the second highest level undead ally out there
While this power is in play, all opponents must now play with (the first being Ancient Dracolich (Nightstalkers)), making it a
their hands face up on the table. This power lasts until great choice for a undead deck. It's flying ability also makes it
negated. very useful. The ally and magic item destroying power is only
effective when it is first played, so optimal use would be a few
Before this card, the closest cards to this was Zone of Truth cards into combat to get rid of a choice one. However, to get
[FR-38] and Plentiful Psionics [AR-31], being the only card that the greatest use of this ally, you need to have Soth. Lord Soth
lets you look at multiple people's hands. However, this is the (RV-99) was bluelined as undead, so both of these cards fit
only one that means you don't have to reveal your cards as into the same deck well. The +16 bonus with Soth is huge,
well. This is a very useful card, and able to be put into play especially as it can destroy an ally or item in every battle (the
from the pool, allowing it to be used when you only have a few best way to attack a player with a Blamblower in his pool).
psionic champions in play. Combined with cards that let you Now, I'm not a big believer in combos, so I'd only put this in a
remove cards from hands (like Ninjas [FR-70] or Rings of All themed undead deck in the 75 or 110 card categories so it
Seeing [4th]), you can effectively neuter opponents during your could gain from all the multipliers you can give to undead
turn, so that you can do whatever your evil plans are (nasty allies. I'd also keep Soth around to deal with a few DL dragons
spells are prepared by discarding counters, attacks prepared (Soth's power), so the combo could come up. However, aside
killing support cards, etc). There is little reason not to use this from this and fun play, I wouldn't recommend this card.
card, however, one of them is the best counter to this card:
Handmine (DUc16). This event, when in any player's hand (or Mimic
drawn while I Know What You are Thinking!!! is in play) can 88/99
counter this card, destroying the offender's hand in the Ally
process. That is by far the best defense against IKWYaT!!!. +?
However, this is also only a one time thing, and therefore might During combat, this ally can copy any one magical item or
not be what you want to use, especially if you have plans for artifact attached to the opposing champion.
those very valuable event slots. The Herald of Mei Lung [NS-
54] is not the best defense, but it does help against cards This card can be very useful, but there are many times it won't
comboed with IKWYaT, as it prevents cards from being help. The most potent items to copy would be the ones to
discarded from your exposed hand (it doesn't actually prevent instantly win battles, but most of those have discarded your
someone from looking at your hand). All in all, IKWYaT is a champion already, such as a Blamblower. The most likely
solid card that will find itself into many tournament decks and cards to copy and get strong value would include the Winner's
decks of all shapes and sizes. It should also note that if Cape (4th-520), Vorpal Sword (FR), or any item the opponent
multiple copies of this card are in play (via multiple players), all stole from you. However, this card does have one major heel.
hands are face up, as the power doesn't give your hand any The opponent must play a magic item or artifact into the battle,
special protection, just doesn't affect the users hand. or even have a battle worthy. Many decks these days are pure
outside of combat use, such as the Rings of All Seeing (4th),
White Dragon the Dragonfont (ARc20), or the Bag of Beans (NSc18).
86/99 However, in fun play, this card will usually be useful. Note, it
Ally can choose to play this ally before it has something to copy,
+7 but it won't help until one is played against it. Therefore,
Dragon. Flyer. Can use dragon unarmed combat cards. This usually it is a bad idea to play it before your opponent plays
ally's breath weapon, a cone of cold, causes all magic items one.
currently in the battle to break and be discarded.

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Mina's Knights Ally
89/99 +?
Ally Dragonlance
+5 This army is equal in level to the attached champion's base
May play hero unarmed combat cards. If played with a cleric, level.
this ally cannot be forced to switch sides and are only
discarded if the cleric is discarded also. This ally can have few big bonuses. For the most part, unless
this card is played with an avatar, this card will have a bonus of
Cards like this are good for decks that use multiple types of +3 to +9. However, there are lots of cards that can do that, and
support cards, in this case clerics (spells) and heroes (UUCs). even more that double total level (like Complete Surprise or
However, to tell the truth, I'm not a big supporter of decks built Mirror Image), so why play this card? The only reason that I
this way for any format smaller that 110-card decks. Therefore, can come up with is to use it with the event Morgian, God of
this card will see some useful play in fun games, but very few Disease, Strikes (DL-95). That's why it is a Dragonlance ally.
in tournaments. However, a +5 bonus that may last for multiple However, this one combo does not an evil card make, and
battles (if played with a cleric, it's there until the cleric is therefore there are much better allies to use.
discarded from play) could be very useful, especially when
used with a champion with many immunities (so that first card Improved Initiative
played in battle is less likely to be lethal). Examples would 93/99
include Nemon Hotep (Nightstalkers), Adon (Forgotten Thief Skill
Realms/4th ed.) and Shayira (4th ed). I'd include Erital Kaan- +5
Ipzirel (AR 81) in this list too, but her escaping power would Play this card when both attacker and defender have been
get rid of the ally (activating is a choice, thus the Knights' chosen. The player of this card activates all of their cards first.
power has no effect). (Def/4)

Stool Pigeon This is another primarily defensive thief skill. The main reason
90/99 to use it to avoid an attacker's instant defeat, or have an
Ally instant defeat in before the attacker's nastiness. However,
+1 aside from cool attachments, not many thieves have instant
When played in combat, an opposing thief champion is defeat powers. However, combine with attachments such as
defeated and sent to the abyss. Vorpal Blade, Wand of Orcus, or the always nasty Blamblower,
this card could give the heaviest loaded attacker a horrible
In most 55 card tournaments, it seems most people are surprise. This gives a defensive thief deck a nice option.
obsessed with instant kill cards. This is one making it at least a However, it can also give the strong offensive thief deck a way
thought for a tourney deck, or at least for a bigger deck battle to steal back initiative to the attacker. If two cards both sieze
(like 75 or 110 card settings). Plus, the addition of sending that intitive, then they negate each other and you go back to the
champion to the Abyss is very nice. However, thieves are not original order of activation. Therefore, this could be a boon for
the most combative class of champions usually. It's their an attacking deck. Plus, the +5 bonus is significant for battle.
assisting cards that makes them so nasty. While I could Overall, good for a thief deck (for either offensive or defensive)
definitely see this card having a place in a deck focused on and for a deck with lots of instant win attachments, but
attacking champions in the pool (using cards like the Arena of otherwise it's not a great card. Since the user must be a thief,
Dori the Barbarian or Drow Throne), I'm not sure I would put it it's best with fighting thieves, like the Guildmaster (NS-28) or
in most tourney decks. It would definitely see more use in fun Jacqueline Reneir (NS-32).
games, except people tend to target players who win using just
instant killers by just blowing up their realms. Plus, this card is Hostage
useless against a non-thief (+1 bonus is practically nothing). 94/99
Overall, unless you've got a great stategy to just attack specific Thief Skill
champions, I wouldn't use this card in most games. Play on any champion in any opponent's pool before a
defender is chosen. If the attacker doesn't halt the attack, the
Gloomwing hostage is sent to the discard pile. (Off/4)
91/99
Ally This card is a very interesting Thief Skill, in that it is an almost
+3 entirely defensive card, while most thief skills are about either
Flyer. Because of its shimmering markings, an opposing gaining a skill or hamstringing an opponent. In this one, after
champion is confused and loses the use any special abilities an attacker has declared the attacker, any user of thief skills
and its icon ability during this round of combat. and targets a champion in the opponent's pool. Usually the
target is either (1) another truly deadly attacker, or more likely
I can see where this card could be truly evil. Powers are the (2) a champion that never goes into battle because of their
main reasons to choose your champions, and stripping those value in the pool (like Necba, Hettman, or others). This could
of people in combat (including immunity nasties, like the often be a means to get an attacker to call off an attack and
Etherial Champion or Lareth, King of Justice) could be very end a battle. Halting calls back the champion to the pool and
useful to clear the way for your own nasty cards. That is the fully ends the battle (no more rounds of battle are allowed). As
only reason to choose this card (a +3 bonus is usually not that nice as it is, I would only play this card in a thief focused deck
significant in a battle). If you are playing a primarily defensive that was focused on speed. However, it might be useful to
deck with no instant kills, DON'T choose this card, as it will not most decks in the setting you play in is very combat oriented,
stop instant kills against you by the Order of Activation. You and your deck is a speed, defensive focused deck. One needs
would want cards that end combat quickly, and this one by to look at their home environment to decide if you need it. I
itself won't do that. However, if you are a battle focused deck usually thrive in combat, so I wouldn't play it, and most often
annoyed at how restrictions in play and immunities block your wouldn't care if I lost the attack. The times it'll be the most
every turn, this card is definitely for you. Overall, this is great effective is against a person who just goes for combat's where
for an offensive deck (especially with it's flying subability), for spoils seem guaranteed (like a really built up Tithian or Living
not a keeper for a solid defensive deck. Wall attacking).

Knights of Neraka Mercenaries


92/99 95/99
Ally

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+9 that in only effect magic items that are in play when it activates
One card from this player's hand must be discarded to it's lightning power (note: this power can be held for a vicious
purchase the service of the mercenaries. When played, the late round magic item). The +10 should put you ahead in
player can choose any one type of support card that can be levels, so wait until another item hits the table before you have
played by them. the Behir "light" it up. With good timing, this card could be a
worth edition to any combat deck, or might even be really good
Not many Spellfire cards have a cost, so ones that do need to defensively.
be examine carefully. This one forces you to discard any card
(your choice) from your hand. That means that this card needs Claws of the Wolf
to be worth two cards to play it for you. The +9 is great and 98/99
significant, and the ability to use any one support type you Blood Ability
didn't already have access to is nice, but most decks won't +4
need this. Unless you are going with a complete mongrel Stays with the champion until dispelled or the champion is
theme (only the most powerful cards of all types), this one defeated. This champion can discard one opposing ally of level
shouldn't be needed. The best use for this one is actually in 7 or less. (Off /3/4)
Sealed deck competitions (ironic, ain't it?), as you often need
to use cards you can't always count on using, and often have This blood ability has a lot in common with another Blood
something else you can discard. Other than those types of Ability: Animal Affinity (BR-36). Both grant a +4 (AA with a non-
situations, I don't think a good, focused theme deck should removable ally) that stays until removed. The advantage in this
ever need this card. card is that it can once in the game discard one opposing ally
from the game (making it a better choice than AA). However,
Entrapment since that power only works once (otherwise it would say it
96/99 works every battle), it's still not a great card, as one doesn't
Thief Skill know if the opponent is using allies or even low enough level
Play at any time to cancel a just played thief skill and send its ones.
user to the discard pile. (def) Can be played during phase 3 or
5 to send one thief champion to Limbo. (Off) A Piece of the Action
99/99
One thing that every Spellfire master loves is a good Thief Skill
multipurpose card. This one has a few nice ones. First of, the Play only when another player is to draw a spoils of victory.
ability to negate a thief skill as it's played is very important, That player must draw and discard his spoils, while this player
especially against skills like Con Game or Hijacking. However, draws a card showing it to all players. If it is a realm card, it is
not that many decks carry Thief Skills, and those that dabble sent to the Abyss. Otherwise it may be played just like a spoils
usually only card those two, so this card wouldn't always get of victory.
used every game. The other use does seem to make it worth
it, as you can temporarily get rid of a thief in any pool, which This is an interesting card for those interested in using thief
can be very useful. The best use of this card would be if you skills. When an opponent razes a realm (or does something
have a thief to bring into play, but can't due to the Rule of else to earn a spoils of victory), you may force that person to
Cosmos. While there are few champions immune to offensive discard that spoils (note: a person can't just wait to see if the
thief skills, since you can only use it against thieves, it can be spoils is played and THEN use the card; using this card
limiting. In tournaments, the most common targets you would happens just as the spoils is drawn and before it is played).
find are Necba the Wrathmaker, The Guildmaster, and Gib This can be powerful, but there are lots of cards to discard
Retlub. If you are working with a major thief concept, this isn't cards from hand or play. Killing one isn't a huge deal (aside
a bad to carry, or if you are carrying only a few key ones to from angering whoever just got hit by this card).
your deck, it's pretty decent. However, I wouldn't recommend It also lets you draw a spoils of victory. However, if it is a
this to most decks. realm, it is sent to the Abyss. This prevent people from stealing
spoils like they can with the Noble Outlaw. The chance of
Behir losing one of the few realms in your deck to the Abyss,
97/99 especially when many good combos can send many more
Ally realms to the Abyss is a huge danger and may just be doing
+10 your opponents' work for them. All in all, this is too much risk
Earthwalker. During combat, this ally can release a bolt of for just one cards in card advantage (1 they discard and 1 you
lightning that renders the opposing champions magical items draw, but minus this one card).
powerless for this round of combat.

Starting at a +10, this puts the Behir into a presigous class of


highest level ally, tied with the Dream Team (RRc-1). Not only
that, but it also has the Earthwalking ability (very important for
a deck focused on attacking) and can negate magic items. The
key part to remember about the last part of the Behir's power is

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Duergar No more than one card of any type can be played against the
#01 of 99 attached champion.
Ally
+2 This bluelined Elf can be an interestings card that can truly
Dwarf. The next card played by the opponent that is not annoy an opponent. The Ranger of the Highlands' +5 bonus is
defensive, loses its special power and level bonus (discarding enough to usually sway a battle, but won't overpower it.
Duergar). May also be discarded from hand to negate the However, in a long battle, it could be the deciding factor. After
effects of the Blamblower. the Ranger has been played, the opposing player can not play
into battle any card which is the same type as one they already
This dwarven ally is very low in level, but can none the less have in play (if the opponent has an ally and a magic item
cause major annoyance for an opponent. When played into already on their champion, they can not play either of those
battle, when the opponent has to play another card (not when two types during the battle). If the Ranger is player after
they use cards already in play), the next card must be labeled multiple of a card type is played (for instance, the opponent
defensive or have its level and special power lost. This means already has 3 allies in the battle), those cards are allowed to
that the next card, to be effective, can not be an artifact or an stay, but not more can be played by the opponent. This can be
ally, since VERY few of those cards are labeled offensive or very annoying to fun decks with support themes (since most
defensive. If the card isn't defensive and loses its power and combat cards are of the same type), but will have little affect in
level, the Duergar is discarded (though the effect remains, tournaments, since battle there is most often short with victory
against the normal rules). More important is its second power. using instant victory cards.
It is the only card that can be discarded or played from hand to
stop Blamblower [DL-56] from destroying cards after it is Olive Slime
discarded aside from Unavailing Sacrifice [IQ-42]. Normally, if #04 of 99
the Blamblower is discarded from combat and the opponent Ally
doesn't have at least 6 levels of allies IN PLAY,. the +2
Blamblower destroys the opposing champion. Duergar is the When played into combat, discard all the attached cards
solution to that, and for that reason alone, some will use it in currently in battle on both sides, and only Olive Slime remains.
tournament decks. However, most silver bullet cards (those
targetting just a single problem card) don't get played since The Olive Slime is an interesting ally that completely resets
they are near useless if drawn late in the game (after the battle. Very similar to the Torments of Sisyphus, this ally
targetted card has been used) and very weak when not discards all other cards from battle except for the two
affecting the targetted card. Therefore, hard core opponents of champions. This in itself can end battle (as an inventive way to
the Blamblower will use this in almost any setting, but others defeat a Magical Champion [2nd-402]), but most often starts
will never use this card. Use of this ally, as with any silver the battle anew. However, when used with a high level
bullets, is based on how often you are used to having this card champion without attachments, bis can be great, wasting the
hose you. other player's card from battle. This can not be used as a
counter card, so if an opponent's card kills your champion, this
Mountain Dwarf card is not help. However, it can be a nice card to get card
#02 of 99 advantage over an opposing player. The only reason to play
Ally this ally is the resetting power, as the +2 bonus is usually
+6 insignificant. This advantage can be maximized with a
Earthwalker. Automatically defeats a monster if attached to a champion immune to ally powers (since he would not be
hero. Automatically defeats an undead if attached to a cleric. required to discard from battle), such as the Ghostly Piper [AR-
c10]. This ally will see itself in many different fun settings, but
The Mountain Dwarf is a good theme support ally. This dwarf not often in tournaments, since most combat cards in major
is an earthwalker, allowing it to attack many realms, and its +6 tournaments aim to end combat quickly with instant victory.
bonus is enough to easily sway a battle. Additionally, it can
instantly defeat some champion types. It can destroy a Locust Plague
monster or any undead if attached to the right type of #05 of 99
champion. This supports the dwarf theme well, since the most Ally
common champion types (in order) are heroes (to defeat +5
monsters) and clerics (to defeat any undead champions or Earthwalker. Play on an opposing realm during phase 3. Acts
destroy undead allies). This could be useful for some as an ally for any champion attacking the realm. Stays with
tournament decks, since it can end combat quickly and razed realm if not discarded through combat. A razed realm
efficiently, and has a decent bonus when it can't instantly win, cannot be rebuilt while Locust Plague is attached to it.
but its iffy nature (since you must combo it with the right type of
champion) will make many people shy away from this card in The Locust Plague in a very unique ally. First off, it is not
tournaments. As such, aside from the occasional tournament, played into battle normally; it must be played during phase 3.
it will likely only see use in dwarf fun decks (or hero or cleric The Plague must be attached to an opponent's realm, though
decks), since other themes are less likely to choose this ally, this realm doesn't have to be one it can attack (can still be
because most fun decks love long combat, not instant victory. attached to a realm restricting earthwalkers), and can even be
Don't let the recycled art fool you. This ally can be quite razed. Any champions attacking that realm (including
effective for the right deck. champions attacking when the realm is razed, like the Spider
[BR-65]) get the benifit of having this +5 ally help (unless the
Ranger of the Highlands Plague is restricted from attacking there). However, in battle is
#03 of 99 when the ally is the most risky, as it is vulnerable to any
Ally method of destruction while in battle. The most important facet
+5 of the Plague is that a razed realm it is attached to cannot be
rebuilt (in can, however, be replaced). This is a great method

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to stop someone from rebuilding their realms with events to Earthwalker. For each card played into combat by the
win the game. Therefore, since rebuilding is a very common opponent, roll 2d4 and add that number to the level of this ally.
sight in tournament games, this card will show up in
tournaments. This can also show up in fun decks, though its This is an interesting ally that can be good if you plan to play
weakness in combat means it won't be as strong. I only wish it few cards, but still win by level. The Aurumvorax is a nice +6
could be attached in phase 5, after razing a realm :) ally that can earthwalk, making it a decent card to attack
hidden realms with. Better yet, the more the opponent fights
Bumbling Idiot against it, the stronger it becomes. For each card (note, not
#06 of 99 ally, or spell, but physical card) played after it into combat, the
Ally Aurumvorax's player rolls 2d4 and adds the level the the
–5 Aurumvorax. This can range from 2-8, and averages at +5.
Can be played into any combat on any champion. The This means after the opponent playes 1 card, it will be a +8 to
champion and all of its attached cards (except this one) lose all +14 (average of +11), 2 cards will cause it to be +10 to +22
abilities. (average of +16), and 3 cards means it will be a +12 to +30
(averaging at +21). This is a pretty heafty bonus for a single
This ally can fit into many different themes and cause all sorts card from your hand. Therefore, it is a good card to protect
of havoc. First off, this champion can be played into any with champions that protect their allies (like Tagor Mijor [IQ-
combat on any champion, which makes him great for 15]). This will show up in many fun decks, but very rarely in
multiplayer games. You want him to be on any champion but tournament decks, since most tourney decks win combat very
your own. Then, after he has been attached, all the champions quickly using instant victory cards (not levels).
attached cards except for the Idiot) lose their special powers.
Also, since this ally is "helping" the targetted champion, any Crypt Thing
power to discard an opposing ally can't get rid of the Idiot. The #09 of 99
targetted champion loses 5 levels (as per the Idiot's bonus), Ally
and loses all powers. This includes the powers of all attached +4
cards already attached and all future cards the champion's Can only be attached during phase 3 to a realm with a holding.
player adds. This can spell a quick victory, especially in Cannot be discarded during combat by another player. May be
tournament quality games where special powers and instant discarded at any time to send an opposing champion attacking
victory cards rule battle. Worse yet, keeping the idiot away the attached realm to Limbo.
battle is very tough. Some events can help (like Mist Wolf [1st-
175] or Airship! [3rd-90]), but few cards can prevent this ally Suprisingly, this card has no bluelines (it is not undead).
being played (except for the target not being allowed to use However, it can be a very potent card. Firstly,.it can not be
allies by things like the Net of Entrapment [1st-217]). That played into combat normally. Instead, it is played during phase
makes the Bumbling Idiot very strong and a hidden gem in the 3 attached to a realm with a holding. Since it can only be
Millenium set. This card can be seen in almost any setting, and attached to a realm with a holding, if the holding is discarded
will eventually work itself into tournament decks for players by any method (such as Tuigan Invasion [PO-36]), this ally is
sick of seeing quick instant combat. also discarded. However, in a deck with a few holdings, this is
a very powerful card. During combat, it can not be discarded
Death Knight by the other player, which means ally destroying champions
#07 of 99 (like Dagaronzie, Green Dragon [1st-c6]) can not stop the
Ally Crypt Thing. It combat, it should almost always be discarded
+8 from combat to send the opposing champion to Limbo (except
When played, discards an ally already in play. If attached to an when it seems the opponent wants you to do so). Because the
attacking champion who is defeated in combat, Death Knight opposing champion was sent to Limbo from play, the defender
becomes a level 8 undead monster champion who returns to gets to gain spoils. Now this can't be done when the attacking
its controller’s pool. champion wins instantly (like with a Living Wall [PO-58]), but it
can be very effective. If this power is not used, it is just a +4
Death Knight is a strong ally that is very useful for undead ally that comes back every round the realm is attacked (since it
themed decks, since it has been bluelined as Undead by Ogre. is attached to the realm, not the defending champion). The
First off, this +8 ally (a significant bonus) destroys an ally Crypt Thing is most effective when combined with a holding
already in play, very similar to Lurker in the Earth [DU-48]. This that has protections (such as the Geneva Conclave [Promo
will often help you win a battle. If the Death Knight doesn't win #2]), or when combined with the Throne of the Mountain God
the round, it has a nice side effect. If attached to an attacking [4th-510], which means the Crypt Thing sends the attacking
champion (not defending) that is defeated, the ally becomes a champion to the Abyss. This is an effective card that will show
base level 8 monster champion with the characteristic of up in all settings, but be rare in the tournament setting since so
undead. This champion otherwise has no special power (it can few holdings are used.
no longer destroy allies), but still can be very effective for
decks focusing on an undead theme. This power is not unique Shrieker
(it is similar to the Red Dragon Figurine [DR-c14]), and not #10 of 99
special enough to use outside of an undead theme deck. Ally
However, when working with other undead supporting cards +1
such as the Haven of the Undead [4th-71] or Ancient Arms of Can only be attached during phase 3 to an Underdark realm.
Greyhawk [3rd-144], this can be very nasty, and can be This fungus alerts defenders, allowing them to activate their
recycled with the Barracks of the City of Greyhawk [MI-49] or powers first. “When attacking” and “Before combat” powers of
Ghost Crystal [4th-168]. The best way to stop the Death champions owned by opponents do not work while this ally is
Knight's transformation into a champion is to discard him from in play.
combat before the champion loses with cards like Lurker in the
Earth or Net of Entrapment [1st-217]. This card will show up in The shrieker has been officially bluelined as "Underdark." This
many undead fun decks, but not in other settings except large card is nearly worthless if not in a Underdark themed deck (or
(110) undead tournament decks. at least with a significant Underdark flavor), becoming a just a
+1 ally, which is the same thing it is whenever played into
Aurumvorax battle from hand. What makes the Shrieker worth playing is
#08 of 99 that it can be attached to an Underdark realm during phase 3.
Ally Once "planted", the Shrieker has two powers. First off, this
+6 player becomes immune to powers that activate "When

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attacking" or "Before Combat". Examples of this kind of power Any of the standard methods for removing allies work well to
include Agis [1st-261] and The Elf Prince Fhileraene [BR-89]. remove the Reef Giant's sometimes annoying level.
This even stays in effect for when the Shrieker's owner attacks
(but not affecting his cards), and even when the Shrieker's Desert Giant
owner isn't involved. Also, when the Shrieker's realm is #13 of 99
attacked, defenders can use their powers first, which is very Ally
important when using or fighting instant win cards. As most of +5
the "Before Combat" type powers aren't that common in Gains 5 levels if in combat over a Dark Sun realm. All
tournaments and the Shrieker's attachment requirement, the swimming champions and allies in combat against the Desert
Shrieker won't be seen in many tournament settings, but it is a Giant lose 2 levels.
great support card for fun decks using enough Underdark
realms. This giant ally is minorly interesting, but decent theme support.
In a Dark Sun deck, or attacking one, this ally becomes a +10
Blink Dog ally (5+5). That's pretty good, but not the best. Better is the fact
#11 of 99 that it is a giant, and therefore useable for that theme as well,
Ally and works with cards supporting that theme (like the Hall of
+? King Snurr the Fire Giant [IQ-50]). Additionally, swimming
May be played into a combat where this player is not involved. champions and allies lose 2 adjusted levels, but this bonus is
When played into combat, roll 2d4 for the level of this ally. Can very minor except against a swimming theme deck. It is just
blink back to its owner’s hand at any time, before combat ends. meant to put in higher levels and batter the opponent. For the
concept, it is well done, but will only find a home in some fun
This is a very interesting ally card. It's level is equal to the roll decks, not any tournament quality decks, and those tourney
of 2d4 (averaging +5), and can be maximized to a +8 using decks that try to do so will find they could have had much
Rigged Dice [MI-22] (however, the average gain of 3 levels is better support.
hardly worth using the card). However, it has two other
features that can make it very useful. First off, it can be played Feinoue, Void Shaper
into any round of battle, even when you are not involved, #14 of 99
which makes this a wonderful support card for theme Wizard
tournaments like team partner games, or just when you want to 10
influence other players' battles. This can be very useful, but AD&D
can be done by other cards, like Foulwing [TU-76], so isn't that If Feinoue wins a round of battle, he can either randomly draw
special. However, any time during a battle, this ally can blink one card from the opponent’s draw pile to send to the Void and
(return) to its owner's hand. This can be incredibly useful, then he goes to limbo for 1d10 turn; or he can search the
especially if it is in play first, and then the opponent plays a opponent’s deck for one card, sending it and himself to the
card that allows instant victory. Since the Blink Dog was in play void.
first, it can activate its power and get out of the battle before
certain death. This also works well when the ally if going to be This wizard of too many vowels was one of the most argued
destroyed by the enemy anyway (however, the Dog can only cards on the Spellfire Mailing List when Millenium was first
activate this way when the card is play. Once the counter- published, and those discussions created this version of the
effect time is done, the Dog can be killed by cards in play, and card. Feinoue's high level dictates that if you plan to use him,
once that destruction is declaired, the blink cannot be used as you must have a plan for him. The strongest combo with him is
a counter effect. This card can show up in many fun decks, but the Arena of Dori the Barbarian [IQ-3] or Blood Challenge [BR-
not most tournament decks, since bonuses higher than the c20]. This allows him better chances for victory, since his
maximum +8 can be found, many with better powers that help power doesn't help him win. However, once he wins, his power
win, not just recover from loss. However, this is definitely a comes into affect and he has a choice. He can either randomly
very fun card to play with. draw a card from the opponent's deck and sending it to the
Void (requiring a reshuffling after he acts, but not before,
Reef Giant making Ren's Crystal Ball [1st-199] useful before attacking)
#12 of 99 and then the Void Shaper goes to Limbo for 1-10 turns (since a
Ally d10 can not give a 0 result), or he can search the deck, and
+4 send a card of choice to the Void, going along with it. This is a
Gains 6 levels if in combat over a coastal realm. All non- high price, but can be useful to get rid of particularly nasty
swimming champions and allies in combat against the Reef cards, like the Fates [BR-c23] or A Sure Thing [NS-72]. It
Giant lose 2 levels. works best when coupled with instant win allies or spells, but
not magic items or artifacts, as he is sent to the Void or Limbo
Reef giant is a decent theme card for support of good fun from battle (removing attachments). This card will find itself
decks, but not strong enough for tournament decks. This ally into many different decks, including tournament decks, so be
(bluelined as a swimmer) is strong for any swimming themed prepared to stop it, or at least have a Ring of Reversion [RV-
deck, since most realms set to defend with it have the coastal 63] handy.
picture, making the Reef Giant a +10 ally. Additionally, for
each non-swimming champion or ally played by the opponent, Cooshie
this giant effective gives the player another two in balance #15 of 99
(since the opponent's lose them). Since most champions and Ally
allies are not swimmers, this bonus can be significant as well +3
(woking much better than the similar power granted by the Gains 6 levels if allied with an elf. Can be attached during
Desert Giant [MI-13]). The Desert and Reef Giants together phase 3 to any elf champion, staying with the champion until
cause all opposing champions and allies to lose 2 levels, and defeated or discarded during combat.
thuse are not a bad combination together. However, the Reef
Giant only gives level modifiers, and while that is great in non- The Cooshie is a nice support ally for some elf decks, but
tournament games, most allies found in tournaments have otherwise is a waste. When not attached to an elf, this is only a
even bigger bonuses or special powers that allow victory. This, +3 ally with no power, so is only possibly worth it in an elf
in addition to the fact that this ally doesn't give himself or the deck. When attached to an elf, the bonus is +9, much more
attached champion any additional defense or immunity, means worth while, and stays with the champion until discarded in
this is rarely an ally that the opponent needs to worry about. combat or the attached champion is defeated (in which case
the ally is discarded, even if the champion was saved. This is

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very similar to Gladiators [3rd-257], which have the same blodd ability. It has not effective against those support card
effect when attached to Dark Sun champions. The icon bonus types after they are initially played (such as Bloodform [4th-
of the Cooshie is very nice for elf decks, but still not the best 446]), but that is a minor penalty. The best part about this
available, and usually won't validate this card. The only times counter is that there is only one way to negate this counter:
you will see this card in elf fun decks, and even then it is not Unavailing Sacrifice [IQ-42]. This is additionally stronger since
guarenteed. there are no cards that can prevent thief skills or blood abilities
from being countered/ Therefore, any deck expecting to face
Phoenix these support cards would do well to use this card. Plus, if you
#16 of 99 don't end up facing thief skills or blood abilities, then you still
Ally have a +5 ally, which is a significant bonus. All in all, this is a
+8 very good card, and has been showing up in fun decks and
Flyer. During phase 0, if this ally is in the discard pile you may, tournament decks alike. This is one of the best cards from
roll 2d6. If doubles are rolled, put this ally into the abyss, Millenium!
otherwise return this ally to its owner’s hand.
Defilers Crown
The pheonix is an interesting ally for decks focusing on #19 of 99
combat. The +8 icon bonus is definitely significant. Other than Artifact
the bonus and being a flyer (which is very useful for many +1
combat decks), this card has no other combat powers. Then, Dark Sun
during the phase 0 of the next turn, there is an 83% chance of Whenever any player casts an offensive spell, he must raze a
returning to its owner's hand. The other 17% of the time it will realm in his own formation. If a realm cannot be razed, then
instead be sent to the Abbys, probably never to return. The roll the spell may not be cast.
to come back is optional and is not required, making it only
worth doing if you don't have another way to return the ally to Defilers Crown is one of the few champion names with a type
your hand (like Jerome Kazinskaia [IQ-25] or Orb of Delight (should be Defiler's Crown), and is an interesting non-spell
[IQ-68]). This is a nice bonus, but allies are usually chosen for card. Worthy of being put in any Dark Sun deck not using
their nasty powers, not icon bonus. Therefore, this very fun spells, it ties a high cost to casting spells. However, there are
card will show up in non-tournament decks, but not often in two ways to use this. In a speedy Dark Sun deck, you can
tournament decks, as the Pheonix will not defeat any force the opponent to use spells when they don't like the cost.
champion by itself. It is a solid support card though a definitely But my favorite combo for this card is to use it in a Playing to
be seen in fun decks. One could use Rigged Dice [MI-22] to Lose [DR-c10] deck. Then, just before your turn, you can cast
insure the return of this ally, but it usually isn't worth the waste a flurry of spells to raze all you realms before your turn begin,
of the card (since it doesn't help card advantage). including Limited Wish [FR-43], Wish [FR-46], and Hornung's
Guess [TU-37]. This can be a great victory method. However,
Cockatrice outside of this, I find that cards forcing no spells to be cast (like
#17 of 99 Nullify Magic [PO-38] or Master Strategist [4th-500]) are more
Ally effective, especially since the Defilers Crown doesn't have any
+4 effect on defensive spells. This card will show up in all sorts of
Flyer. When this ally is played, roll 2d6. If the roll is higher than fun decks, but not many times in tournament settings.
the opposing champion’s base level, that champion is turned to
stone and sent to the abyss. If equal to the opponent’s base Gamblin’
level, this ally is turned to stone and sent to the abyss. #20 of 99
Thief Skill
Cockatrice is one of the strongest, if very random, allies in the Choose 3 champions of a single opponent and shuffle them,
Millenium set. This +4 ally can send an opposing champion to leaving the attachments behind. Have that opponent name one
the Abyss, giving instant victory to the using player. This is of the champions, who must be selected by picking a card at
more likely when the champion level is low (better than 50% random. If correctly picked, all three are returned, if not, the
chance of Abyssalizing when champion level is 6 or less). two non-selected champions are discarded. (Off/3)
However, there is also the chance of losing the Cockatrice
permanently to the Abyss if the roll is exactly equal to the Gamblin' is an interesting card that can be used to deal with
opponent's level. This is most likely to occur when the large pools. When you play it, the target opponent must have
opposing champion's base level is 7 (a 16% chance). This risk three champions in play. Then, he or she may be able to save
is still very low, and only destroys the ally, not the allied all his or her champions that are targeted if he or she chooses
champin, and therefore makes this card very worthy. The only the champion he or she named. If the wrong champion is
other card the is better against low level champions is the picked, the non-picked champions are discarded. The best
Intellect Devourer [3rd-86], which instantly kills champions of way around this card is to use champions of different editions.
base level 5 or less. If Cockatrice is combine with Rigged Dice If you have champions of different editions, you can look at the
[MI-22], this spells instant victory against all champions base card backs (which Ogre has stated is allowed for random
level 11 or less not immune to ally powers. The best defenses draws) and pick the correct editioned card. Of course, this is
against this evil lizard-bird include immunity (like Inyrana the only legal if the cards aren't in card protectors, so this card is
Dragon [DR-26]), preventing the ally from being played (like one of the few that is helped by not using card protectors.
Net of Entrapment [1st-217]), or destroying it before its power However, if champions of all the same edition are picked, then
can activate (like with Airship! [3rd-90]). This card will show up you have the fair 33% chance of getting all your champions
in many tournament and non-tournament decks, since it is very back. In fair chances, over time using this card will get rid of
powerful and can be used by any champion. 1.33 champions, not the best rate. For pool destruction, the
goto card for thief skills is Con Game [DU-82], which is
Solrac guarenteed to get rid of cards. One final bit of advice of
#18 of 99 opposing this card; if there is one very important champion you
Ally want to keep, DON'T make it the champion you name. That
+5 way, if you select, you get to keep it, and if you select the
Can be discarded from combat or hand to cancel a just played named card, you still get to save it (making it 67% likely to get
thief skill or blood ability. the key champion back instead of 33%). Unless you are
making a fun deck, and intelligent opponent should realize that
Solrac is an interesting and very effective counter. Discarding Gamblin' ain't so bad a bet after all.
Solrac from hand or play can counter a just played thief skill or

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Doomgrinder This Ravenloft artifact has some interesting possibilities. First
#21 of 99 off, any champion with it attached, becomes gains the
Artifact attributes flying and undead (vampire), though the vampire
Greyhawk addition currently means nothing in the game. These same
When Doomgrinder is in play, any cards that make any player effects can be gained with magic items (Flying Carpet [AR-49]
draw more (or less) cards than anyone else are discarded and is perfect if all you need is the flying ability). The better ability
none more may be played either. takes effect when attached to Strahd Von Zarovich [RV-100],
The Doomgrinder is the most effective anti-speed card ever which makes all champions in the pool (and battle) flying
created. While in play, no cards that allow any player to draw undead (vampires). This can work very well when combined
more cards than anyone else may not be played. This includes with cards like Haven of the Undead [4th-72], Throne of Bone
realms (like Tyr [1st-224]), holdings (like Mulmaster [1st-33]), [4th-462], or Favorable Winds [DR-24]. However, cards set
artifacts (like Medallion of Faith [DL-c25]), magic items (like the against any of these types (like Wind Dancers [1st-275], Water
Bag of Holding [AR-28]), events (like Good Fortunes [1st-100]), Hunters [1st-276], and Gloriana [1st-c3]) will now be able to
and other cards. Additionally, if any of those cards are in play, crush you. Therefore, one must look very closely before
they are immediately discarded (even if their effect has already deciding to use this card. This will show up in some attack
been used, like with Temple of Elemental Evil [1st-123], or decks to grant the flying ability, but this would be better using
could be used, like Duchy of Tenh [3rd-139]). Even more Nature's Throne [4th-461]. Therefore, the best defense against
impressive is that is also gets rid of cards that reduce a this is a good anti-flying card, like the Rod of 7 Parts, Part 6
player's draw, like the Ring of Winter [FR-61], the Dragonfont [AR-26].
[AR-c20], and even Two-Fisted Player [MI-51], sending the
dungeon to the void. Overall, this effect is huge, and can fully Jail Break
shape a game. The only problem it has is that it is a Greyhawk #24 of 99
artifact, making it more difficult to play. A deck using this Thief Skill
strategy should avoid all cards that stay in play for the effect May be played at any time to return all champions and allies
(Tyr is out, but Good Fortunes isn't a bad choice), and find that are controlled by another player, back to their original
enough solid champions to attach it to, especially if they can owners. Discard any cards that are attached to them. (Def)
get solid immunity. Good examples include Erital Kaan-Ipzirel This card was made to fight the strongest card stealers from
[AR-81] (if you don't plan to use her escaping power), Bigby affecting you for long. Good examples of card stealers include
the Great [RR-28], The Keeper [RR-43], Gib Irod [NS-c21], or Borrow [DL-85], Curse of the Azure Bonds [FR-2], Drawmij
Rary [1st-161] / Rary's Apprentice [DU-c19], and Gib Ergo [IQ- [AR-76], Corruption [MI-29], and Turncoat!!! [MI-46]. This
32]. The best counter for this are the same cards that can be counter effect can be strong, but is very much a silver-bullet
used to destroy any artifacts, like Fast Talking! [1st-210] or type card that is worthless if the opponent does not try to steal
Cone of Cold [4th-368]. Otherwise, be prepared for a slow, fair your cards. Also, it only stops it once, and doesn't protect your
game, some players' worst nightmares. Because of this, this champions from being abducted in the future (a definite
card will show up in many settings, and all speed decks need concern versus a Corruption / Armor of the High King [BR-27]
to be ready to nail it. combo). Plus, it is a thief skill, enabling your user to be
targeted by cards like Law and Order [MI-33]. Unless you know
Rigged Dice your opponent is trying to steal your cards before you begin,
#22 of 99 Jail Break isn't worth it, and even then, it might be better to use
Thief Skill more generalized counter cards.
Playable at anytime before there is a die (or dice) roll to be
made. The player of this skill chooses the results of the roll Egg of Emulation
instead of an actual roll. (Off) #25 of 99
Artifact
This card has lots of potential for use, especially as future sets AD&D
make more dice rolling possible. The completely list of cards The Egg may be used at any time to negate any event
affected by this include Aurumvorax [MI-8], Blink Dog [MI-11], (sending the egg to the discard pile). If the negated event was
Pheonix [MI-16], Cocktrice [MI-17], Treasures of Netheril [MI- harmful, this player may smash the Egg (sending it to the
27], Desperate Consultation [MI-35], Turncoat!!! [MI-46], Great abyss instead) to make a copy of the negated event.
Depression [MI-53], Teleport Other [MI-67], Hornung's
Randomness [MI-78] (affecting then any card with a draw and The Egg of Emulation is an interesting artifact that gives a little
discard), Entropy Shield [MI-82], Melf's Acid Arrow [MI-84], extra power to the AD&D world. The primary use of the egg is
Polymorph Any Object [MI-88], Headbutt [MI-95], and discarding it from play to negate an event, much like Helm [FR-
Roundhouse [MI-96]. The most effective that Rigged Dice can 89]. This, all by itself, makes the egg worth playing. However, it
work with are Cocktrice (to insure victory), Desperate has an additional ability that makes it even more useful. If you
Consultation (to draw extra cards), and Roundhouse (for choose to send it to the Abyss instead of the discard pile, not
obscene icon bonuses). This will continue to grow as more only is the original event negated, but you then get to play a
sets are produced. However, to insure proper use of this card, copy of that event upon someone else. This is the ONLY way
put it in a deck where you intend to use a combination. Without currently available to both negate and copy an event (normally
that plan, Rigged Dice won't help you much, especially as it is you must choose between the two), and makes this artifact
a thief skill and open you up to disasterous counters from the well worth carrying if you have enough champions to use it.
opponent, such as Law & Order [MI-33]. Therefore, look for Since it does not help in battle at all, it is best to keep it on a
this card anytime anyone plays a card requiring dice rolls is champion who isn't likely to go into battle, or has strong
played. It should be noted that this card can't interact with immunities, like Bigby the Great [RR-28], The Keeper [RR-43]
Louie the Pit Boss [MI-74], because he can't force a re-roll if a (the egg still must be discarded to work), Etherial Champion
real roll was never made. [4th-508], Lernaean Hydra [DR-c7], Gib Hcivonad [NS-c19], or
Highmaster Illithios [DU-c21]. The countering of the Egg's
Strahd’s Medallion negation power doesn't exist, but the egg is vulnerable to
#23 of 99 destruction by any artifact destruction of method (like the Cone
Artifact of Cold [4th-368]). Negating of the copied event can happen
+3 any number of regular methods, plus by using Marauder [4th-
Ravenloft 233]. Expect to see this artifact in play in many settings,
This artifact transforms the attached champion into a flying, including tournament settings, as its power remains quite
undead vampire. If attached to Strahd, all of this players strong.
champions become flying, undead vampires.

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Under Handed Deal This is an interesting artifact for a dragon deck. In addition to
#26 of 99 the significant +5 icon bonus, it also give the user immunity to
Thief Skill spells (except Wish [FR-46]), blood abilities, and thief skills, a
Playable when this player is forced to discard cards by an very unique set of immunities. The only major support card
opponent. Instead, this player now draws the amount of cards types not protected against are psionic powers and unarmed
that would have been discarded. (Def) combat cards. This, all by itself, is a good reason to use this
This is an interesting card that is one of the best defences card and why it should be considered. However, it has an
against people playing with and destroying cards from your additional power when combined with a dragon avatar, which
hand. When someone would have discarded a card or more allows the immunity to go to all of this player's dragon
from your hand, you can play Under Handed Deal instead. champions (which can be all your champions in a dragon
Then, after you figure out how many cards that action would deck). Is this strong enough to warrent waiting for the avatar in
have discarded, you draw that same amount. The more that the deck to be drawn? It depends on your gaming group. If you
the opponent would done to you, the better it works out for have opponents who truly enjoy many of these support types,
you. For instance, if you have 8 cards in your hand and your it is a good choice. If not, it is just a +5 icon bonus with
opponent plays the Cold Cup of Calamity [FR-c2]. You can restrictions. However, a serious dragon deck at tournament
respond with Under Handed Deal, which would save you the level should consider this card, especially if they use one of the
three cards you would have discarded, and draw 3 cards three dragon avatars. It is a good support card and should
instead. Subtracting this card after figuring how many cards have a place in most dragon theme decks, whether they are
are drawn, this still gives you a card advantage of 5 (+1 for the fun or serious. It is a fairly strong card, and the only sure ways
wasted opposing card). This is most effective when other of getting rid of it if you are using one of those support card
players go to destroy you whole hand or multiple cards (the types are Wish and The Torture Room [DU-12].
card advantage isn't that good when it only affects one card,
like with the Discovery of Spellfire [2nd-401] or Hettman Tsurin Corruption
[1st-172], so the best cards to stop that are often seen in #29 of 99
tournaments include The Cold Cup, Starving Artist [3rd-439], Blood Ability
or Handmine [DU-c16] (And becoming immune to Handmine Usable only by Awnshegh. Place a champion in another
means your own poking into other people's hands). This card player’s pool in yours with this card attached. The corrupted
will be in lots of situations where Touchy-Feely themes hurt the champion remains under this players control until either it or
most. Therefore, it will be found in many decks that have Corruption is discarded. (Off/3)
enough users for the thief skills. Be ready to negate this card if
you intend to destroy cards in your opponent's hand. Corruption is one of the most interesting cards in the Millenium
set. This is the only restricted blood ability so far, in that only
Treasures of Netheril awnshegh can use it (only 11 champions or any champion
#27 of 99 using Bloodform [4th-446] can use it so far). However, it has a
Forgotten Realms portentially very nasty effect. You can steal any champion in
Artifact play (not immune to blood abilities), and use him as your own
During this player’s phase 0, this player must roll 1d4 and until the champion or the Corruption is discarded. This is very
perform the following: 1) Search for one ally in their draw pile. strong, and can potentially ruin any player's plan to destroy
Show it and place it into their hand. 2) As 1, but for a magic their opponent. The fact that the Corruption stays on the
item or artifact. 3) Move to phase 2 skipping phase 1. 4) champion until they are discarded means that only one
Shuffle any one card in any discard pile into its owners draw champion can be corrupted at a time (recycling with the Armor
pile. of the High King [BR-27] was the major concern causing this).
However, this still is a very powerful card. The strongest card
The Treasures of Netheril is an interesting chaos card that combo to use with Corruption is Armor of the High King and
should never be used. First off, being a world focused artifact, the Assassins' Guild [NS-14], allowing you to force your
it is already limited by who can use it. Additionally, it only has opponent to lose 2 champions a turn with little to no lose in
effects during phase 0, so it takes a turn after it is played to personal card use. You can also use stolen champions to
have any effect what so ever. Also, you only have a 50% prepare a way for an avatar. This card advantage is great
chance of gaining a card on a fair roll (1 or 2). This can be very (especially when there are few players in the game), and is
useful, but not worth the other risks. 25% of the time, you worth considering for the strongest decks. Right now, there are
should skip your phase 1, meaning you lose the 3 (or more) few counters for blood abilities; these are Invulnerability [BR-
cards you could have drawn. Finally, on a roll of a 4, you take 45] and Dispel [4th-400]. The rest are though finding immunity,
a card in your (there is little to no reason to use this ability on but that can be overcome with the Torture Room [DU-12].
an opponent) discard pile to put one of the cards into your There isn't a really good way around this nasty card, except
draw pile. Assuming you roll fairly and have the average phase that few champions can use it. That's why you need to be
1 draw, overall the Treasure lose you card advantage, ready to accept losing a champion at any time. This will turn
especially when you consider the draw just to get the your best weapon against you, and will need to be considered
Treasures. It might be worth it if your deck is focused on a for any deck that has enough champions to use it.
particular magic item, artifact, or ally, and you had Rigged Dice
[MI-22] ready for the first turn (and than sacked the champion it Bloodstone of Fistandantilus
was on for something like an avatar), but if you want to do that, #30 of 99
better methods are available, like Lost Treasure [RR-c4] or Artifact
Moraster [4th-339] to get it quickly. Generally, the Treasures of Dragonlance
Netheril can remain buried forever for most deck construction. Can only be attached to any wizard. If the wizard using this
artifact wins a round of battle, he can take the special power of
Crown of Dragon Royalty the opposing champion, if it went to the discard pile. The
#28 of 99 power is additional to his own.
Artifact
+5 This artifact has many interesting possibilities, but is hard to
AD&D get rolling. This artifact can be used only by a wizard from any
Usable only by any dragon champion. The crown grants the world (the Dragonlance designation is only important for World
wearer immunity to offensive spells, blood abilities, and thief War restrictions). The Bloodstone has effectively no special
skills. If used by a dragon avatar, the immunities extend to all power until its possessor defeats and discards an opposing
dragon champions in the player’s pool. champion. When this happens, the possessor steals the power
from the defeated champion and adds it to his own. This can

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make nearly impossible immunity combinations and awesome Playable at any time to cancel a just played thief skill. The
power combinations. However, it doesn't really help its user player of the thief skill must discard one card from hand, pool,
until 2 extra powers are added (1 to make up for the or formation for each thief in his pool. (Def)
Bloodstone, and 1 to be truly extra), and thus it will be rarely
used. The Bloodstone is most useful if attached to a strong This is probably the most powerful counter against a thief deck
combat wizard with other attachments to allow easy victory. available. Played just after a theif skill, that skill is countered.
While the Bloodstone doesn't lend its wielder any protections, Then, the offending player must discard one card for each thief
if someone lets it build strength, by the time you want to in his pool (note, this doesn't include in battle). These discards
destroy it, it will be to tough to stop. Therefore, the best time to can come from hand, pool, or formation. Worse yet, this card is
try to destroy this artifact (if you feel you need to) is after 1 very hard to stop, as it is for some reason defensive, so the
victory, just when the opponent thinks they are getting strong best powers to stop it, like immunity through cards like Mount
value out of the card. However, with the initial weakness, it will Deismaar [DR-9], is worthless. Worse yet, there is no blood
only be found in fun games. ability counter for thief skills, so once this is played, a pure thief
deck is wasted. However, there are still many decks that won't
Absorb Spell carry this card. That is because unless the opponent plays a
#31 of 99 thief skill, this card is worthless and can't be used to hurt thief
Blood Ability champions. Therefore, this silver bullet will often not be used,
May be played at any time. This card makes the user of this especially since some tournament decks just dabble with
blood ability the target of an offensive spell. Both the user of champions able to use thief skills to use key cards like Con
this ability and the spell are sent to the abyss. (Def) Game [DU-82], and therefore won't be that effected by this
card. Expect to see it in fun environments when people get
This is a blood ability that would be very useful in some sick of evil thief skills destroying their themes.
situations, but not many. First off, it only works if the opponent
uses offensive spells, which care the only things Absorb Spell The Forgotten Idol
work on, and without spells, the blood ability are worthless. #34 of 99
Then, regardless of the power of the spell, this user and the Artifact
spell will be sent to the Abyss. Worse yet, this is the owners +3
choice, so cards like Masoleum of the Zombie Lord [DU-2] Ravenloft
don't help. However, this can be an effective way to remove a When entering combat, the attached champion may use the
spell from the opponent's use in a game (because recycling idol’s influence to have one champion from any pool battle
spells are a common tournament theme), and can save a instead. Win or lose, the stolen champion and the Idol are
realm from cards like Disintegrate [1st-392], Estate discarded after combat.
Transferance [3rd-437], or Creeping Doom [FR-29]. Therefore,
this may be an acceptable trade for a player sick of facing The Forgotten Idol, though often forgotten by much of the
nasty realm destroying spells, especially since there are no Spellfire Community, is one of the best champion destroyers in
blood abilities that counter spells. This might be seen in blood the game. The only problem with use, is that it is a Ravenloft
ability focused decks, but in very few other scenarious (other artifact, and thus few decks have enough proper champions to
support card types have better counters). validate carrying it. The Idol should never reach combat, so the
+3 level only helps when protecting a camping champion from
Madame Griselda’s Tarroka Deck phase 3 cards (like Drain Will [DU-75]. When an opponent
#32 of 99 pushs forward to attack you, use the Idol to steal any
Ravenloft champion not immune to artifacts for the battle. Since few
Artifact champions are immune to artifacts, this is a good way to pull
+2 non-combat champions into combat. Regardless of how the
Every time this artifact goes into battle, draw a card for a battle goes, the champion you have stolen is discarded, as it
bonus (place it underneath). If the last digit is a 9, discard the the Idol, with no lasting damage to the champion holding the
attached champion. Otherwise, the total bonus of the deck is Idol. This is a great way to kill champions like Chernivik [4th-
equal to 2 plus the sum of last digits of all cards under the 247] or Necba [DU-c14] who usually never enter combat.
deck. If the deck leaves play, all of the cards under it (including There are few good ways of protecting against this artifacts,
events) go to the discard pile. but those methods include either destroying it before the
artifact can be used (with cards like Fast Talking [1st-210] or
Madame Griselda's Tarroka Deck is a nice icon bonus for an Mordenkainen's Disjunction [RR-46]), or finding immunity (the
artifact, but that is all. When it goes into combat, you pull a only general method I know for this is the Amulet of Protection
card from your deck and add it to it. The last digit is added to from Artifacts [TU-28]). The best choice to fight this is just to
the icon bonus, with all other cards with it. If the last digit is a 9 accept that it will kill one of your champions and not rely on
(around 10% chance, depending on how the deck is built), the one to heavily.
champion, deck, and all associated cards go to the discard
pile. That means the icon bonus of this card starts between +2 Desparate Consultation
(draw is a 0) to a +10 (draw is an 8). If used multiple times, this #35 of 99
icon bonus is quite significant, but that also holds up a few of Blood Ability
your cards as powering hostages. Since most attachments +?
don't survive multiple battles, it would be better to get a large Roll 1d6 for the bonus of this card. If the die value is greater
icon bonus card of similar power without having to lose cards than the number of cards in your hand, draw that many cards.
from your deck. Good attachments that would work just as (Def/4)
well, if not better, include The Throne of the Gods [4th-460]
and Murlynd's Spoon [IQ-65]. As such, don't expect to see this Desperate Consultation is an effort to give blood abilities a
card played much, and thank the stars if your opponent's do, possible speed card. When you play it in battle (and therefore,
because he or she is more than likely hurting themselves by not very good for a camping-style deck), roll 1d6. Not only is
preventing themselves from drawing cards that may be this roll the icon value of the card (averaging at +3.5), but it
important to their theme. also have another affect. If the die roll is larger than the
amount of cards in your hand, you may draw the die's value in
Law & Order cards (if you have 3 cards, and roll a 5, you draw 5 more
#33 of 99 cards). Note that since dice are rolled only after counters can
Blood Ability be played, your opponent must choose whether to stop you
before he knows if you will draw any extra cards (and if you foil

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his attemps to counter you, your hand is that much smaller and weakness. Any champion with spell immunity is still safe from
increases the odds of getting to draw cards). This can be very the Sacred Flame (since immunity negation is not explicitly
useful, especially when joined with other cards. This can be stated), so the perfect defense against Sacred Flame is the
quickly recycled after the battle with cards like the Torture Winner's Cape [4th-520], since it gives all of a player's
Room [DU-12] or the Armor of the High King [BR-27]. But the champions spell immunity. For this reason (and spell negation
best combo is when you have in your hand 7 or fewer cards, is a must for any tournament deck), this card won't see much
two of the being Desperate Consultation and Rigged Dice [MI- play in tournaments even with its very strong power. However,
22]. You play the Desperate Consultation (down to 6 in hand this would be a great card for any fun deck with enough
from a starting 7), and then play Rigged Dice from the pool or casters for it, and work well for settings banning realm
battle (putting you down to 5 cards in hand). You choose a 6, destroying spells (Disintegrate [1st-392] and Estate
and then draw six more cards. For two cards (if you aren't Transferance [3rd-437]).
countered), you get 6 cards (4 cards advantage), and an icon
bonus of +6 in battle. The only champions who can pull this Consequence
combo off all by themselves are El-Hadid [NS-40], The #38 of 99
Vampire [NS-71], or any champion carrying the Winner's Cleric Spell
Trophy [DU-c1]. There are a wide variety of counters for both -1
blood abilities and thief skills (though most are silver bullets) All cards that say "copy", "copies", "imitate", "imitates",
that can stop this combo. "mimic", "mimics", "duplicate" or "duplicates" are discarded.
(Off 3/4)
Ring of Displacement
#36 of 99 Consequence is a single use silver bullet against many
Artifact copying cards, but not all of them. The complete list of cards
AD&D affected by Consequence is: Staff of Mimicry [RV-61], Sir
Usable by any champion. Whenever any player draws extra Edmund Bloodsworth [RV-95], Bell of Might [FR-c18], Drawmij
cards (beyond the 3 allowed for their draw phase, and spoils), [AR-76], Onad the Weasel [AR-c6], Lord Blacktree [AR-c7],
they must also discard an equal number from hand, pool, or Yorgia Sandow [PO-10], Quill Pen of the Planes [PO-c8], The
formation. Tantelear [PO-c9], Crown of Regency [BR-26], Rhuobhe
Manslayer [BR-c14], Land of Legend [IQ-4], Mimic [IQ-88],
The Ring of Dispacement is an interesting anti-speed artifact. and, of course, Consequence (if a way to make it long lasting
Firstly, since it can be used by any champion, this gives the is found). However, there are many cards that are very much
Ring a lot of versitility for decks it can be involved in. When any like copying, but have wrong word tenses, or use different
player draws more than the base 3 cards during their turn wording. Those include: Fang of Nosferatu [RV-70], Sivak
(Note: If a card reduces the draw, like the Ring of Winter [FR- Draconians [DL-48], Hallucinatory Terrain [FR-42] (uses
61] or Two-Firsted Player [MI-51], even cards refilling that lose "Duplicating" and "Copied"), Cosmic Justice [AR-40], Rayden
(like Arkhold to negate Ring of Winter) are discarded), they Valers [PO-28], Graft Weapon [PO-91], Gib Drawsemaj [NS-
must discard an equal number of cards as drawn. Those c22], Azure Tower of Onad the Fallen [DU-24], The
discards can come from hand, pool, or formations. The best Shadowlands [IQ-2], and Nosredna's Amulet [IQ-63]. That list
way to deal with this card is to take it. Draw the extra cards, all talk about copying, or effectively copy other cards in play.
and find fun things to do with the discards. You can get rid of Unless you are a player who is sick of taking beatings of cards
cards affecting your cards (like Vistani [RV-78]), or discard on the first list, you might consider Consequence, but
cards you have stolen from other players (like with the Curse otherwise, dump it. It only hurts you (the -1 icon bonus), and
of the Azure Bonds [FR-4]). You can weed out special silver doesn't get rid of some of the cards you want to get rid of.
bullet cards from you hand with new cards. For those decks
this really hits hard (like Mulmaster [1st-33] themes, you can Animate Dead
get rid of this card with any champion slayer or artifact specific #39 of 99
destroyer (like Mordenkainen's Disjunction [RR-46]), since the Cleric Spell
Ring of Displacement gives it's wielder no immunities. Take any non-avatar champion in ANY discard pile, and place
Therefore, if you play with the Ring, you should attach it to a it into your pool with this spell attached. The attached
champion with notable immunities, like the Etherial Champion champion loses 2 levels. Discard this champion if this spell
[4th-508], Lareth King of Justice [DR-22], or Gib Lhadsemlo leaves play for any reason. (Off 3)
[NS-c18]. This can effectively slow down major speed decks,
but doesn't really hurt the casual speeder (just getting extra This card is very close to previous champion returning cleric
cards per turn) much, especially if you are using evil spells, including Raise Dead [1st-366], Heal [RV-45], Divine
attachments on your opponent. The better anti-speed card Intervention [DL-81] and Ressurection [FR-34]. Additionally, it
would be the Doomgrinder [MI-21], if you have the Greyhawk reduces the adjusted (not base) level by 2, making it
champion to attach it to. Expect to see this card in a variety of weaker.than the original version, which is why this card should
settings and evil plans. not be used for your own champions. However, the beauty and
power of this card is that it doesn't have to be used on your
Sacred Flame own champions; Animate Dead can pull a champion from any
#37 of 99 discard pile! This feat cannot be duplicated by any card in
Cleric Spell Spellfire (a few can steal champions, but not for this duration
The cleansing power of the fire allows this player to remove or from the discard pile). However, even this very cool power
any card currently attached to any champion, regardless of has a few problems. Most importantly, this is an offensive
special powers. (Off 3/5) spell. It is true that champions in the discard pile have no
special powers, but the second they get into play, if they are
This is an interesting card that can find use in many different normally immune to offensive spells (or have it granted by
settings. Sacred Flame must be cast from the pool, but has a another card, like a Winner's Cape [4th-520] in the
wide disversity of what it can destroy. It can discard any card spellcaster's pool), they are immediately discarded again, as
attached to a champion, be it a magic item, artifacts, or other they fight off the power pulling them from the grave. This is
card allowed to stay attached (like the Hook Horror ally [DU- most useful for combat decks, or slay from afar style decks
47]). This special power is even stronger than the protections (comboing very well after you cast a slaying spell such as Slay
against cards of its type. It can remove a Murlynd's Spoon [IQ- Living [RR-47]), where you can use your opponent's camping
65] from a champion, and pull magic items off Falx the Silver champions against them (thought the best ones, like Necba
Dragon [RR-31] with the Flame's power to work regardless of the Wrathmaker [DU-c13], are immune to spells). This card will
special powers. This can be very effective, but has a show up in many fun decks, and will show up in a few

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tournament decks when players realize what makes this spell Dispel Evil
so powerful. #43 of 99
Cleric Spell
Magic Font Discard any monster in play, regardless of special powers. (Off
#40 of 99 3/4)
Cleric Spell
This spell stays in play until dispelled or negated. Pools cannot Dispel Evil is like many other spells, but just slightly more
be hidden from this player. (Def 3) powerful. Spells to get rid of monsters include Banishment
This card only directly affects three cards: The Cleric of Mask [1st-395], Speak with Monsters [BR-56], and Charm Monster
[1st-70], Cyric [FR-92], and the Etherial Champion [4th-508]. [4th-374]. This is in addition to all the general extermination
While the first one is not well noted (since it really only hides spells. However, the thing that seperates Dispel Evil from all
her attachments), the latter two are very commonly seen in others is that it works regardless of special powers. This
tournaments. Having a pool hidden from you can be very includes all special powers, including everything from immunity
deadly in tournaments, particularly if cards like Necba the for power, to strong spell immunity as provided by the Winner's
Wrathmaker [DU-c13] hiding. However, if your opponent Cape [4th-520]. This factor makes it worth considering for
carries none of these, then this card is worthless. Due to this many different decks, as monsters tend to be some of the most
(and the fact it only allows the casting player, not everyone, to powerful champions. Just a few that would be worth
see the pool), this card isn't seen in many tournament decks, considering as the target includes Iuz the Evil [1st-167], Gib
as cards that allow similar things but have other advantages, Htimsen [1st-c13], Stryck [1st-c17], Living Scroll [2nd-408],
such as the Monacle of Bagthalos [IQ-59], are better, Gatekeeper [3rd-422], Korgunard the Avangion [AR-75], Living
especially since Magic Font can easily be gotten rid of (unless Wall [PO-61], the Demi-lich Zyenj [TU-c15], The Gorgon [BR-
the Star Gem of Martek: Clear Crystal [RR-77] is being used). 64], Shadow Dragon [DR-36], Lernaean Hydra [DR-c7], Gib
This card will only really show up in tournament decks, as most Lhadsemlo [NS-c20], Fire Dragon [DU-38], The Grim Reaper
people don't put many hiding cards in their fun decks. If you [IQ-26], Kronos the Titan [MI-62], or any of a number of other
really count on hiding your pool, pack extra spell stoppers, but nasty monsters. This card will show up in decks expecting to
otherwise you can ignore the existance of the card. face any of these nasty monsters. It may even make a few
tournament decks, but the best way around it is any of the
Amish Nick multitude of spell counters for dispelling or spell turning.
#41 of 99
Cleric Unholy Word
5 #44 of 99
AD&D Cleric Spell
Can cast wizard spells. Because of his faith, he is immune to Send any hero to the abyss, regardless of special powers. (Off
the powers of all cards from booster sets made after Forgotten 3/4)
Realms. He cannot use them either.
This spell is very interesting, but weaker than previous cards.
Amish Nick is an interesting card, but not interesting enough to Compaired to Mindkiller [TU-56], it is more limited in most
use much. He is both immune to, and cannot play cards from ways. Mindkiller could send any champion to the Abyss in
Artifacts, Powers, Underdark, Runes & Ruins, Birthright, phases 3 & 4. Unholy Word is more restricted that Mindkiller, in
Draconomicon, Night Stalkers, Dungeons, Inquisition, that it only works against heroes. The only advantage Unholy
Millenium, and Third and Fouth Editions, leaving only Word has over Mindkiller is that the hero goes to the Abyss,
Ravenloft, Dragonlance, Forgotten Realms, and first and regardless of any special powers (including spell immunity).
second edition (plus no edition). The best combination with him This last factor makes it worth considering. The most worth
is Wealthy Oriental Vassal [MI-81]. Being immune to the card, targets of this spell (the most annoying heros) include: Marco
he can play cards beyong first edition, but not much extra (just Volo [1st-50], Hettman Tsurin [1st-172], Tithian [1st-301],
no and 2nd editions). However, aside from this combo, he's Lovely Colleen [1st-c22], Tasslehoff Burrfoot [DL-39], Helm
only useful with a solid attachment to raise his level, and [FR-89], Cyric [FR-92], Etherial Champion [4th-508], Etarkine
blocking opponents not used to playing with a few early cards. [IQ-31], or Gib Ergo [IQ-32]. A deck focused on spells that see
Not many high level cards exist still in that period of cards, but these heroes usually used against it would be wise to carry this
Blamblower [DL-56] works well, as does Vorpal Sword [FR-56]. spell. Unholy Word will often be found in fun decks, and in a
The best way to remove this annoyance is with old killer cards, few tournament decks that are sick of seeing these heroes
like Wish [FR-46], Takhisis's Abyssal Gateway [DL-c13], or used against it often.
Death Spell [1st-392]. This quirky champion won't show up
often, but is worth being prepared for (since even the instant Animate Object
defeat champions activate his immunity, except for the Living #45 of 99
Scroll [2nd-408]). Cleric Spell
Play with a magic item or artifact into your pool. The object is
Withdraw now a champion (hero) with a level equal to its icon bonus (no
#42 of 99 bonus is level 0). The champion keeps its special powers, but
Cleric Spell it is still considered a magic item or artifact. (Def 3)
If about to be defeated or discarded as the result of combat,
the champion may cast this spell to return to his controller’s This spell is very similar in effect to Artifact Champions [AR-
pool with all attached cards. (Def 4) 36]. It allows a magic item or artifact in your pool to become a
hero. Since it must target magic items or artifacts in the pool, it
Santuary [1st-354]. That's what this card with exception of the can not target any realm specific artifacts or magic items (like
fact it covers being discarded, not just defeated, in battle. The Tritan Throne [DU-65] or Boiling Oil [DU-55]) to become
Protecting a champion is okay, but it is better to go for the win champions . The hero's level equals the artifact or item's icon
with a good combat card, or at least pick a card able to save bonus. Then it is vulnerable to cards that kill heroes (like the
any champion, like the Elixer of Health [RR-58]. Otherwise Living Scroll [2nd-408] or Unholy Word [MI-44]), destroy magic
there is no difference. Therefore, if you think about using items or artifacts (like Crystalbrittle [RR-53]), or cards that
Sanctuary, pick this card instead. But otherwise, find a better counter spells (like Dispel [4th-400]). This works best for nasty
card. Definitely the least new / interesting card of the entire or persistant magic items and artifacts. Good examples
Millenium expansion. include: Staff of Conjuring [3rd-105], Kevin's Blade of Doom
[3rd-206] (since it is a hero), Labyrinth Map of Shuuc [2nd-
410], Vorpal Blade [FR-56], Rod of Seven Parts [AR-21-27]

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(especially nasty when combined), Winged Boots [AR-20], be the only place one should expect to see this card. Finally, it
Fate's Promise [PO-c6], The Ring of Gaxx [TU-c4], Sword and should be obvious, but this event is harmful.
Helm of Garion [TU-c21], Tighmaevril Sword [BR-46], Scimitar
of Speed [4th-205], Wand of Orcus [AR-2], Pearl Pegasis [DU- Conspiracy!
70], or Orb of Delight [IQ-68]. However, the best combo, bar #48 of 99
none, for Animate Object is Murlynd's Spoon [IQ-65]. Since the Event
spoon can not be discarde by the oppoent or any card the All players write down a champion that they think should be
oppoent controls, it is safer than Chernivick [4th-347] in the discarded. The results are revealed and the champion with the
pool, and, if defeated in battle, only returns to the pool. The highest vote total is discarded (regardless of special powers). If
ONLY way to get rid of an animated spoon is dispelling the the results are tied, all champions in the tie are discarded.
spell, or sending it to the Abyss or Void (since that is stronger (Harmful)
than discarding). This card will see play in many different fun
decks, but it isn't strong enough to make most tournament Conspiracy! is an interesting card that is pretty dangerous in
decks, since magic counters are the rule in that setting. many different situations. When played, all players write down
the name of a champion in play. Then all votes are revealed. If
Turncoat!!! one champion has the most votes, that champion is discarded
#46 of 99 regardless of special powers (like Chernevik [4th-347]) or
Event immunity (like Necba the Wrathmaker [DU-c14]). In most
Choose a champion in play. The owner of that champion rolls cases (at least from play testing), each player will chose a
a 2d4. They must choose and discard that many cards from different champion and all those tied with one vote champions
hand, pool or formation to keep that champion. Otherwise, the will be discarded. This card is very fun in large multiplayer
owning player must place that champion into any other player’s games with greater than 3 players. With 3 players, it is best to
pool. (Harmful) get someone on your side before you play this card
Turncoat!!! is an interesting event that rarely results in exactly (discussing it after playing it is very non-kosher) to get rid of an
what the event player wants. To play it, the player picks one annoying champion like those named or others (like the Poor
champion in play. The champion's owner rolls 2d4, and then Oriental Lord [DU-c20]). In a two player game, it results usually
faces a choice. Discard the roll amount (2-8, average of 5) in in each player losing their most valuable champion, which is
cards from hand, pool, formation, or a combination of those sometimes acceptable. Note, this can't get rid of Wealthy
places, OR put that targetted champion into the pool of Oriental Vassal [MI-81], since on-line expansions are
another player (all attachments go with the champion, but considered to be no edition cards, not first edition. Since this
discarded champion and attachments go to the owner's card gets around immunity, a deck built around one specific
discard pile). It could be into the pool of the event player, but champion need to protect against this card by carrying extra
most often it will be into the pool of a third player not involved event counter cards.
in that action, as few players want to reward the person playing
the event (in a two player game, this can effectively steal a Barracks of the City of Greyhawk
champion for the event player if the opponent doesn't opt to #49 of 99
discard the 2d4 cards). Since this card takes away the card Dungeon
from your hand (when you play it) and often doesn't actually During combat, this player’s allies cannot be discarded or
help the person playing it (since other players usually get the forced to switch sides. If victorious, one ally used in battle can
champion), it is pretty poor for most games, and will only be be returned to the hand.
seen in fun decks.
This is one of the best dungeons for decks that currently don't
Insanely Good Fortune have one they like. Allies show up in most decks, as they can
#47 of 99 be used by nearly every champion. This protects those allies in
Event a number of ways. First off, allies that the Barracks' player
Play on another player’s event card. If played on a helpful uses cannot be discarded or forced to switch sides by the
event, negate the event. If played on “Unusually Good opponent. This helps protect those allies already in play, but it
Fortune”, negate the event. Both players then draw 6 cards, does not protect allies that never get to be played, like when
and the other player then randomly discards his hand down to prohibited by cards like Daggerdale [1st-7] or Tergoz
2 cards. Tenhammer [3rd-60]. Opposing the Net of Entrapping [3rd-
169], allies played before the Net entered play are safe, but no
This is an interesting silver bullet that leaves interesting new allies may be played. Additionally, if you steal you
possibilities for many uses. When Unusually Good Fortunes opponent's allies (with cards like Funerea [4th-327] or Master
[FR-c11] is not in the game, all Insanely Good Fortune does is Illithid [DU-53]), they are protected as soon as you as you gain
negate a helpful event, such as Caravan [1st-319] or Good control of them. The Barracks work very well protecting allies
Fortunes [1st-100]. This can be very useful in some games, from the Triumverate realms, especially since realms activate
but can be made completely useless if the opponent is using before almost all other card powers in battle. Additionally, if
The Azure Tower of Onad the Fallen [DU-24] or Purveyor of victorious in a battle (not just a round of battle), one ally used
Events [DU-16]. However, it becomes very useful if the in that battle can be returned to the owner's hand. This means
opponent uses A Good Defence [IQ-48]. For this measure, it it works very well when defending, as instant defeat champions
isn't too bad to carry except when you expect those dungeons like Dreaded Ghost [4th-246] or Nobel Djinni [1st-84] can come
used against you (like in many tournaments). The silver bullet back immediately after winning a battle for you, giving you a
part of the card is when Unusually Good Fortunes is in play. spoils card in terms of card advantage. There are still a few
This card has been used mostly for its card drawing capability, stronger general dungeons in many cases (like the Azure
and sometimes to neutralize the threat of the original Good Tower of Onad the Fallen [DU-24]), but this would be a good
Fortunes. If used on the target, both players have all previous choice when a few very good allies are being used. Therefore,
effects cancelled, and both players draw 6 cards, the most of this dungeon will show up often in various fun decks where no
any fixed event (Favorable Winds [DR-24] can be more if dungeon addresses the theme, and sometimes in a few
enough fliers are in play). Additionally, the opponent must tournament decks based on battle.
discard their hand down to 2 cards after drawing, slightly
nastier version of The Starving Artist [3rd-439]. This is very Kamikaze!
nasty, and can easily cause many events to go to the Abyss #50 of 99
without ever being played. Since Unusually Good Fortune is a Event
chase card, it is rarely seen outside of tournament settings and Usable only when attacking. The attacking champion charges
without fear, discarding all champions involved in the combat

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to the discard pile, and razing the realm (with no spoils). champions to use with Kender Taunting are based on the
(Harmful) round of combat. For the first attack, using a champion who
activates upon defeat, like Aurak Draconian Lord [2nd-418] or
While this looks like a wierd card, this is a god-sent card for the Talcon [4th-341], are best, and the second round using an
defensive player. When you attack (a realm, not any other instant win champion or very powerful combat champion can
card), you play this event when you have a champion you don't add spoils to the champion slaying. The second, and more
mind losing in combat. That champion, and the champion vicious combination is coupling Kender Taunting with any
opposing it (assuming the defender didn't win by instant power that prevents someone from attacking you, such as
defeat, which is something that will prevent Kamikaze! from Solid Fog [1st-382], Bronze Dragons [DL-97], or Phase Out
being played) both will be sent to the discard pile. This can [PO-51]. Because the target champions cannot attack, both
even be improved if you use a champion in battle that is would be discarded immediately. This combo can be a great
immune to events, which cause the immune champion just to method to remove troublesome champions, but it can be
return to their pool (this can also backfire and save a defending stopped by any normal event stopping method, immunity, ot
champion who is immune). This result is often worth it when can be turned around horribly with An Eye for an Eye! [IQ-46],
you know the opponent will put out their best defender. In since this event would force the champions to be discarded,
addition, you get to raze the attacked realm, which can be very activating An Eye for an Eye! without giving you the combate
useful against an opponent on the cusp of victory. Not method out of it. This powerful combo will be found in many
something for the timid at heart, or those needing to keep all of decks in all sorts of settings, though probably not as often in
their champions, but it can be worth it if you don't expect you tournament decks (but still around).
opponent to be able to prevent the razing. This is a good card
for major defensive decks, especially those that bring Great Depression
champions back from the discard pile (like many cleric themed #53 of 99
decks). As always, and opponent used to such tactics can Event
either looks for more realms and champions immune to events, Each player must discard a 1d4 magic item(s) and/or
use standard event stoppers, or carry realm rebuilders. artifact(s), or discard all non-thieves in their pool. If there is a
regent in a pool, that pool requires a discard of 2d4 magic
Two Fisted Player item(s) and/or artifact(s) instead. (Harmful)
#51 of 99
Dungeon The Great Depression is a thief deck's dream. When played,
This player draws one less card per turn, but his hand size is players have two choices: discard all non-thief champions (and
increase to 12 and is immune to all cards and abilities that a deck of all thieves can just choose this option and be
would cause cards to be discarded from his hand. completely safe).or discard 1d4 magic items and/or artifacts
from play or hand (or 2d4 if a regent is in that player's pool).
This is an interesting dungeon that has a few interesting Note that Rigged Dice [MI-22] isn't very good for use with this
ramifications. First off, the dungeon starts with a huge penalty: card, as a choice is involved and, since each player rolls their
you draw one fewer card per turn. Starting behind all the other own dice, it can affect only one player. The nastiest part of this
players is often difficult to deal with, especially if you can't draw card is that the choice MUST be made before any dice are
the cards to keep up. Therefore, and deck planning on using rolled, so you can't wait to see how high the cost is before
this card needs to have enough extra card drawers to deal with choosing. Worse yet is that if you choose the magic item
the bad delay. Being able to keep 12 cards in hand (4 more and/or artifact choice, and roll higher than the magic items and
than normal) supports a deck focused on speed drawing of artifacts you have total, you still must discard the non-thieves
cards. However, the final power is the main reason to use this (though not the attachments). It all accounts for a very nasty
card. You hand is completely safe from any cards or abilties of effect, with the worse effect against decks using regents,
other players. Not just that, but you are completely immune to especially with the advent of magic item decks using
those cards, so, for instance, if you accidentally active a Chernevik [4th-347] to try to protect them (and Chernevik can't
Handmine [DU-c16], you don't need to discard the card be discarded by this card, but still requires the higher discard
allowing you to search, because you are completely immune to cost). For a true thief deck, this is a great card, but otherwise
the card, not just the hand affect. The best combination with it's nearly worthless. Therefore, you will find it in fun theme
Two Fisted Player is Castle Moovania [IQ-12], which results in decks, but practically no where else. The best ways to counter
a standard hand size, and protected hand, and drawing 4 this card are the standard event counters or champion event
cards pet turn. However, keeping both in play at the same time immunity (like Servei Von Zarovich [RV-98] isn't discarded by
is often very difficult, since most opponents see that as very Great Depression).
power and aim to destroy you. You will only see this card
where the most hideous card advantage takes place, meaning A Horrible Mistake
the tournament setting. Any deck with a theme of hand #54 of 99
destruction needs to plan a way around this card, the best Event
being attacking or Wish [FR-46]. Play whenever an opponent copies another card. Both cards
are discarded to the abyss. If the opponent owns both cards,
Kender Taunting then that player must also draw and discard two cards from
#52 of 99 their draw pile to the abyss. (Harmful)
Event
Force two champions to attack you during their owners’ next A Horrible Mistake is a silver bullet card meant to destroy
phase 4. If they cannot attack, both champions are discarded. decks based upon copying one card, like Gib Kcir [RR-c16],
If the first champion to attack is defeated or razes the realm, Necba the Wrathmaker [DU-c14], or Highmaster Illithios [DU-
the second is not discarded. (Harmful) c21]. However, this card has many of the problems associated
with most silver bullet type cards; it's nearly useless when the
Kender Taunting is a great combo card to eliminate a couple target isn't there. A Horrible Mistake can kill any card, and then
champions. Kender Taunting is a good way to force certain kill what it was copying. Now this can be very useful, and even
pool based champions into attacking, a bane for many "destroy kill three cards when Gib Drawsemaj [NS-c20] is the target (but
from afar" decks. The opponent this is played on may not only when it is first played, because then it stops copying after
choose not to attack and just discard the champions, since the that). However, when the card being copied is yours (like with
second line of the card specifies "cannot", instead of choose Land of Legends [IQ-4], but not Shadowlands [IQ-2], since that
not to. Additionally, the opponent may not play cards to steals), you can have your card dumped just like your
prevent himself from attacking, like Disintegrate [1st-393], opponent's. Either way, those cards go to the Abyss, and the
unless they want to sacrifice both champions. The best ability to force the opponent to send two unknown cards from

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their deck (if you catch them copying their own card) is very Cloak of Protection
potent. Many decks carry some card that copies another, but #57 of 99
the risk of having a dead card in your deck is quite dangerous, Magic Item
as every card needs to count in a game. Some people will During phase 3, this player may elect the attached champion
decide this card is worth that risk, for the potential card to be immune to the powers of one card type (cleric spell,
advantage against a single opponent, but many won't. A player blood ability, ally, etc.). Cannot be used by a champion with
who intends to copy other cards must be aware of this card, the word immune in his power. (Def)
and figure out a good way to stop it (champions immune to
events, event stoppers, etc), because it could destroy your The Cloak of Protection is an interesting card that has some
theme. If you don't intend to play such a theme, only carry this use, but must be built into the correct deck. The biggest
if you've been hurt by said theme often. Otherwise, a more problem with the Cloak is its last line, which means it can not
generally useful card would serve your deck better. be attached to a champion with any immunity other than that
confered by other cards. This card is very versitile, which
Fedifensor normally qualifies it as a good card. Each phase 3, a card type
#55 of 99 may be prevented (only one at a time), plus an immunity can
Magic Item be named immediately when it is played (thus this card is not
+4 useless if playing into battle). The Cloak's protection extends
Sword. When in battle against a thief, the thief is halved in only to offensive or harmful cards in the chosen category
current level and may not play thief skills. May be discarded (since it does not specify defensive), but works well because
from the pool to counter a just played thief skill. (Off) few decks are built around multiple support card types. The
Cloak works best in attack style decks not focusing on
Fedifensor is the ultimate lawful sword, but that useage is immunity, or decks based around a card type to all get
pretty limited. The moderate +4 icon bonus of this sword is immunity from one card (an example of this includes most
only minorly significant, so to chose this item, you need its undead decks, which use the Haven of the Undead [4th-70],
power. In battle against a thief (note: not just a champion who Throne of Bone [4th-462], and Bonemaster, Avatar of Nerull
can use thief skills), the thief is half level and can't use thief [PO-41]). The best way around this magic item is item
skills. Even against the Guildmaster [NS-76], the level destruction of a type not the focus of the deck, especially Flesh
adjustment is 9 (plus half of the Guildmaster's attachament Golem [RV-73] or Whip of Disarming [NS-48].
icon bonuses, as Fedifensor targets adjusted level when
pushed forward), and the only big effect is not being able to Club of Bashing
use thief skills. The biggest effect is the power to be able to be #58 of 99
discarded from the pool (not from hand or from battle) to Magic Item
cancel a just played thief skill, such as Con Game [DU-82] or +5
Rigged Dice [MI-22]. This effect is very nice, but useless Usable only by giants. May be discarded during battle to
against any deck without thief skills. Therefore, Fedifensor is subtract the base level of the attached champion from the
only really worth it if you know you are going to face a thief adjusted level of the opposing champion. If the new adjusted
deck. Therefore, it won't see play much in tournaments, and level is below zero, the opposing champion is discarded. (Off)
very little play in fun games except by players that are sick of
being hit hard by the nastiest of the thief skills. The club of bashing is an interesting item, that is suprisingly
effective, even in non-giant focused decks. The club has a
Ariakan significant icon bonus, but is strongest when it never enters
#56 of 99 battle. Since it can only be attached only to a giant, at least
Hero three must be packed into any deck using the Club of Bashing.
8 The club's power works when discarded, thus making it of
Dragonlance limited usefulness. Also, since the magic item retrieval
All of this player’s realms can defend themselves as level 5 champions are not giants, no cycling combo can be used.
champions. If the realm can already defend itself, the realm However, when used from the pool, you can drain levels from
champion gets a +5 to its adjusted level. a champion opposing one of your champions. This is most
effectively attached to a high level giants who stay in the pool,
Ariakan is an interesting champion with limited useage. First such as Kronos the Titan [IQ-62] or Tyvorg the Frost Giant
off, being a level 8, it is the highest level hero for the [DU-45], which can drain significant amounts, and can be
Dragonlance world. This, and the propencity for having activated before the opponent has a champion to play new
Dragonlance realms unable to defend themselves mean he will cards (since it was in play first). This can cause discard of the
show up often in Dragonlance world deck. Ariakan's key power opposing champion, and can be useful. However, since there
is to make realms defend themselves as level 5 heroes are many ways around this penalty (magic item immunity or
(heroes, as it doesn't specify a different type of champion). triumverate allies being the simplist), it is not worth building a
This power is not incredibly strong, and only should be deck around. The card will very rarely see torunament play,
considered for decks that carry few champions, mostly high and only readily be found in giant theme fun decks.
level (especially since the realm champions are effectively
adjusted level 8, as they get the world bonus). Also, it can Sling of Seeking
empower realms that can already defend themselves, granting #59 of 99
an additional +5 bonus. This means some of the strongest Magic Item
realms are very tough. Examples include Lair of the Eye Tyrant +1
[4th-68] starting battle at an adjusted level 23, or the Oracle at When in pool, this champion can sling a rock that kills one
Delphi [IQ-6] at adjusted level 18. This works very well for giant (champion or ally) in any combat before its power
"championless" decks where all a player's realms defend activates.
themselves. However, outside of the mentioned themes,
Ariakan won't show up in many decks, as it is tough to use a The Sling of Seeking is a minor magic item that can be strong
level 8 champion specifically not to go into battle (since risking in certain situations. Any champion can use this item with a
his power means you may not have it when a realm is forced neglegable icon bonus. It only works from the pool, so putting it
to defend itself). This boosts the last ditch effort, which is how on a champion likely to stay outside of combat maximizes its
most players look at realms defending themselves, most prefer usefulness. This once per battle power can kill a giant
to use those 8 champion levels to win before it gets to that champion or ally. This is very strong. However, to find the
stage. Sling's usefulness, we have to look at who we are likely to kill.
The only giants likely to be found in tournaments are The

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Keeper [RR-43] (who often doesn't enter combat), Kronos the Kronos the Titan
Titan [MI-62] (ditto), or Hero Slayer [DU-50]. Since even the #62 of 99
lowest of the three (the most likely one to go into combat) is Monster
not likely to see play in big tournament play, this will very rarely 11
see tournament play. Even in fun play, unless you expect to AD&D
oppose a deck with many giants, this card sees little play. Giant. Earthwalker. Swimmer. Can use wizard spells, cleric
Better choices would include the Sword of Cymrych Hugh [FR- spells, and psionic power cards. Whenever a monster attacks,
62] or Sword of the Avoreen [PO-3]. Giant decks need a it must ask Kronos permission to use its special powers.
defence against cards like this, and the best option is the
Codex of the Infinite Planes [1st-152]. When the Millenium set first debuted, Kronos was one of the
most debated cards as having too much power. First off, this
Necklace of Fangs very high level champion (highest base level giant,
#60 of 99 earthwalker, or swimmer non-avatar) has many movement
Magic Item abilities that would make him a skilled attacker. However, most
+6 tournament decks find better use out of the second section,
Usable only by clerics. During Phase 4, may enslave any which specifies that Kronos can use almost all spells and
undead champion in play to attack and defend for this player. psionics, and helps any deck built on any of those themes, and
The champion returns to its owner’s pool only if it survives the especially shines whith regards to decks that dabble with more
combat. (Off) than one of those. However, it is Kronos's last line that caused
the most problems. Anytime a monster attacks, it must ask
The Necklace of Fangs can be a very powerful item in certain Kronos's owner if it can use it's special power. Power doesn't
situations, but those situations can be quite limited. First off, it include movement abilities (champion characteristics cannot
can only be used by clerics (not just champions able to cast be taken away unless specified, as with Tamarand, Great Gold
cleric spells), and thus only fits into decks of similar themes, Wyrn [MI-30]), but this still knoxcks out most combat worthy
but otherwise is useless. Also, even though not clearly stated, monsters from going forward, such as Living Wall [PO-58] or
this item only works once per battle, thus even an undead deck Stryck [1st-c17]. However, powers that activaten after combat
is not completely handcuffed by this card. Finally, it only works are safe, since they are after Kronos's sphere of influence, so
if your opponent has an undead champion in play for you to Iuz the Evil [1st-168] is not affected by Kronos. Kronos is very
summon (and those running all undead decks usually take strong and has many different uses. The best was to negate
advantage of immunity cards like the Throne of Bone [4th- him is to force his discard with cards like Banishment [1st-395],
462]). All this adds up to a card that can be strong in very since Kronos has no immunities, or negate or steal his power
limited situations, but isn't strong enough to build around it, like (like with Mind alteration [MI-65]. This card will show up in
it needs. This card could be seen in fun cleric decks, but other tournaments, but will have minimal effect against decks low in
than that, don't expect to see it often. An undead deck would monsters, especially as Kronos has no sway over defending
be wise, however, to carry a method of magic item immunity monsters.
just in case.
Chaos Wand
Cupid’s Arrows #63 of 99
#61 of 99 Magic Item
Magic Item Whenever an opponent in combat with the attached champion
+3 wants to play a card, the wand’s owner picks it randomly from
Can be discarded at any time from play to send two champions their hand, discarding any cards that are unusable. (Off)
in combat on a romantic trip to limbo. The battle may continue
with new champions. (Off) This magic item is great for the combat deck sick of opponents
sitting back and avoiding combat. Most decks that try to avoid
This novel magic item pulls on Greek mythology, just like combat pack a few cards to end combat quickly, such as
Kronos the Titan [MI-62]. This card is purely a +3 icon bonus Dreaded Ghost [4th-246] or Cockatrice [MI-17], and have their
until it is discarded. When it is discarded, the two champions in hands full of realms or cards to destroy from afar. The Chaos
battle goes to Limbo, returning at the end of their owner's next Wand targets that player, forcing them to probably lose cards
turn. The magic item, and even the using player, do not need by attriction from the hand, since you randomly discard from
to be involved in the combat, just the item must be in play the hand. Since the discard is specified as Random, cards that
(Cupid's Arrows cannot be used by discarding them from the expose the hand, like I Know What Your Thinking [IQ-85], tell
hand). This can be effective in many ways, but works best you your odds of getting to discard cards with Chaos Wand,
when used to discard champions of two other players while but you can't discard specific cards. This strategy is very
they combat. Attached cards (magic items, artifacts, etc) stay strong, however, there are some nasty ways to make it work
with the champions, while other support cards like allies and against the user. The obvious one is Handmine [DU-c16],
spells are discarded. Overall, the effect is still fairly weak, which destroys the user's hand and the Chaos Wand, and the
possibly earning you spoils or a repreave from attack, but it other best way is Castle Arborgate [IQ-1], which, when
can be made stronger. The best combination with Cupid's discarded, instead enters play immediately instead. Also, the
Arrows is Throne of the Mountain God [4th-510], which forces Herald of Mei Lung [NS-54] works well for this. Even with these
the "loving champions" to the Abyss instead of Limbo. While risks, this no-icon card still can win you matches, and a
this reduces its effectiveness when used to stall an attack devoted non-combat deck would rather give you the razing and
against you (the other decent use of the magic items), it is still the spoils than give you the chance to discard their cool cards.
very strong, especially when you consider it can be brought Expect to see this card opposing you in many game settings
back with Tasslehoff Burrfoot [DL-39] or Pelanth the Bronze by combat decks.
Dragon [DR-28] every turn and used again. While this combo
is very strong, the most effective counter is using champions Aversion
immune to magic items when the arrows show up. This counts #64 of 99
for the person using the arrows, as using the arrows from Psionic Power
outside combat while using a champion immune to magic Can only be played by a player who attacked and was
items leads to easy victory. Don't expect to see this card to defeated. Play onto winning defender. While this power is
often in tournament play, but any deck that likes sending stuff attached, the champion cannot enter combat with any of this
to the Abyss should seriously consider the Arrows/Throne/Tas player’s champions. (Off 5)
combo to lock combat.

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This power is a difficult power to have activate, or even to plan. Teleport Other
It is similar to Post Hypnotic Suggestion [PO-7], except this #67 of 99
has a stronger effect (but requires you to attack and lose, Psionic Power
giving spoils). It requires that you attack, be defeated, and the Usable only when one of your realms is attacked. Each player
defender survived, blocking many common strategies found in rolls 1d6 for each unrazed realm in his formation. The highest
winning decks. Champions who could survive such a situation total roll has their front-most realm attacked instead for this
work well to setup this power, such as Ochimo [FR-95] (since battle, regardless of movement restrictions or special powers.
the defeated attacker doesn't have to be psionic), Seveia (Off)
Shadowmaster [PO-14] (though it gives the opponent spoils), This psionic power whould only be defensively used, and when
or Minerva [4th-333] (removing spoils). Being able to use this you know you are only being beaton on because you are
card after losing battle and just having another psionicist use nearly defenseless. When played, all players a number of six
the power after the defeat is very useful, but still requires sided dice equal to the number of unrazed realms in their
losing, and few decks plan to lose. Don't expect to see this formation. The player with the highest total roll becomes the
card too often in tournaments, but this would be a very worthy new target of the attack, at mis or her front realm. Starting off.
addition to a poison-pill theme deck with just a sprinkling of the random effect can result in problems, including possibly
psionic champions. doing nothing (if the power's user rolls highest), or causing a
player to atack himself (often leading to quick defensive spoils
Mind Alteration for the attacking player). Defending players will use this most
#65 of 99 often when down in the entire game, as they will often need
Psionic Power this to escape a beating and cause two other opponents to
This champion may switch the power of any 2 champions in wear each other down. An advantage for using this while
play. This power lasts until it is negated, or if the champions attacking, if you can fix the results (like Rigged Dice [MI-22]), is
face each other in battle. (Off 3) that you could get to a nearly unatackable "red-hat" realm for
the battle, robbing the realm of monement or other attack
Mind alteration is an interesting power that can be used to restrictions. The only deck I see this card doing very well in
suprise decks fouced on a single champion. For example, (because few players plan to be losing) is a Playing to Lose
many decks have shown up that focus on copying the power of [DR-c10] theme deck, since only razed realms are counted for
Nebra the Wrathmaker [DU-c14]. If you switched Necba's rolling. Finally, if multiple players roll the same result, the
power with that of any champion in your pool, not only do all results are rerolled by the players tying for the highest result,
those copies all instantly imitate Necba's current power, but until a final high roller is found. This card shouldn't show up
you suddenly get the advantage of having the original Necba's much in tournaments, but is definitely a nice fun card to have
power. Not just that, but if the original Necba is discarded, your around.
champion with a switched power keeps Necba's power until
discarded. If both champions who have switched powers leave Poisoned Oasis
play, the Mind Alteration also goes to the discard pile. The final #68 of 99
line about negation of this power means that for maximum use Holding
of this power, the switched power should not be combat based, Dark Sun
unless it should only be used defensively, because the May be attached to any realm. May be played at any time to
opponent would just defend against the attacker stilling his skip phases 0 through 5 (inclusive) of a turn following a
best power by defeding with the other switched champion, Caravan.
negating the Mind Alteration. This card has potential to show
up in almost any setting, and is more likely to find a home This holding has the power to effectively take away any extra
when a player expects to play against non-combat oriented turn a player may want, without the chance of being countered.
decks, and often found in tournaments. The best defense When another plays a card to give themselves an extra turn
against this card is not basing yourself around a single (currently just Caravan [1st-319] and Ancient Kalidnay [AR-92]
champion (with exception of maybe POL or WOV), or carrying {the AK isn't stopped by this card}), this part does not counter
proper counter cards, like Slap! [IQ-78], Ur Draxa [AR-93], and the card (thus not protecting a Caravan played by a person
Dispel [4th-400] using Azure Tower of Onad the Fallen [DU-24]). Instead, it
forces that person to skip phase 0 (before drawing) to phase 5
Absorb Disease (discarding down and after battle actions), meaning the only
#66 of 99 part of the turn the extra turn player gets is rapping to end his
Psionic Power or her turn. Effectively, it negates an extra turn for most intents
Can be played at any time to redirect the effect of any spell, and purposes. An interesting foible of this card is that it is a
event or blood ability directed at any other champion of this Dark Sun holding that can be attached to any realm, so it helps
player, whether in pool or in battle, to the champion using this a person if City States [RV-29] enters play. Late in the game, a
power. (Def) player with City States may choose to play this as a normal
holding with the only power being able to be attached to any
This card is used to redirect, or even defeat an incoming spell, realm to go for victory. The biggest problem is the same
event, or blood ability. This retargets an incoming card and problem for most anti-speed cards; a player must draw it to
pulls it to the champion, regardless of the situation. However, use it. Thus, if both of your opponents play their Caravans, the
this champion doesn't need to take the effect on that becomes a dead card in hand. Even with that problem, expect
champion, and would drain away with no effect, if the to see this card fairly often in both tournament and fun settings,
champion using Absord Disease is immune to the incoming as everyone hates when speed is used against them.
card. Therefore, good champions to use Absorb Disease
include Caller in the Darkness [NS-70], Highmaster Illithios Body Control
[DU-c21], or champions using immunity attachments, such as #69 of 99
Dark Haven [4th-188] or Pearl Pegasus [DU-70]. However, Psionic Power
without the immunity to effectively allow Absorb Disease to The using champion gains the special powers and abilities of
become a counter, this allows you only to choose to change the opposing champion until the end of this player’s next turn.
the target of the spell, ability, or event, therefore only being (Def 4)
useful if your deck resolves around a single champion like
Highmaster Illithios. Unless you are working for the This defensive psionic power is very useful, but sometimes
combination or to protect the single power champion, this card comes just a little bit late. Much like Sir Edmund Bloodstone
is not worth it and one shouldn't expect to see it much in [RV-80], a champion using Body Control can imitate the
tournaments. opposing champion's special power. This power can come a

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bit late, and instant win champions often are victorious before Cannibalize is an interesting power that can equal lots of
you can play this power. However, often instant wins work on levels, but can also be dangerous to play. The power starts by
the champion with the power, so a low level psionic champion taking away 2 levels from each champion in this player's pool,
could make a Living Wall [PO-58] absorb itself. This also works which can be a serious pain, especially as it only drains
exceptionally well against champions with great immunities, adjusted level, so it doesn't make more champions available to
especially notable nasties like Etherial Champion [4th-508] or fight the Living Wall [PO-58]. This card is a gamble. While it
Gib Irod [NS-c21]. However, this card is often undependable, hurts all but one champion you own, it makes that champion
as you have no idea what the opponent will push forward fairly big, if your pool is large. As such, this is a card you'll want
against your psionicist. Therefore, don't exect to see this card to use with your first champion in a multiround battle. Being
much in most tournaments, but it is a fun card for fun decks, or defensive, very few champions are immune to the power,
very large deck tournaments. making it even more dependable. However, when compaired
to Murlynd's Spoon [IQ-65], it would be wiser to use the non-
Awe removable spoon unless you have at least 7 champions in play
#70 of 99 (1 in battle, 6 in pool, +12 bonus). If one has that many
Psionic Power champions, usually the player is enough of control to have
Roll 2d6 when this power is used. If the roll is lower than the better combat cards. Therefore, this is not the best card to use,
using champions base level, the opposing champion loses this and should probably be avoided for better iconic and special
round of combat and returns to its pool stripped of all attached power cards unless you MUST focus on psionic power cards
cards, regardless of special powers. (Off 4) (such as for a deck built around the High Master Ithillos [DU-
c21]).
Awe is like some key spells from Dragonlance, but has a
random feature that could make it difficult to use. It starts with Gellidus, Dragon of Ice
the using champion rolling 2d6. If the roll is equal to or greater #73 of 99
than the using champion's base level, the card is worthless, Monster
granting no level or any other bonus. Therefore, it should be 12
used only by high level champions, and only users of level 8 or Dragonlance
greater have even a greater than 50% chance of success. The Flyer. Gellidus thrives on creation and may use any defensive
only champios that can use it and guarantee activation is card. Offensive cards played against Gellidus are doubled in
Bansmareton [MI-79] (needs a base level of 13 or greater). level. If in the same pool as T’chaar, both may use any
Therefore, the power must be great for such a all or nothing offensive and defensive cards and the penalties for doubling
risk. The power is fairly strong, but one questions if the risk is cards used against them is negated.
worth not killing the opponent. The opposing champion runs
back to his pool just like Unnerving Aura [DL-69], and the Gellidus is a very useful card, with some very interesting
champion loses all attached cards, regardless of special properties. First off, being a dragon and a flyer, Gellidus can
powers, which is very similar to Peace [DL-89], yet stronger. use and is affected by cards targetting either. Gellidus's first
The effect is strong, but the combination of risk of uselessness power is VERY useful for most tournament decks. Gellidus's
and non-lethal power, means this card will very rarely see power to use any defensive card means he can be prepared to
tournament play. Even in fun play, you shouldn't worry much use practically any counter, the most powerful being
about opposing players using it, and is best foiled the same Intercession [RR-48, bluelined defensive], Dispel [4th-400],
way all offensive psionics are dealt with: Ur Draxa [AR-93]. Re-target [4th-389], Limited Wish [FR-43, bluelined as
defensive], Invulnerability [BR-45], Dragon's Calm [DR-47],
Ballista Attack Magic Draining Field [DU-74], Tumble Out of Danger [DU-84],
#71 of 99 and Slap! [IQ-78]. Also, strong powers that grant protection
Psionic Power (like Forbiddance [ARc13]), or bring back champions (like
Discard an opposing ally already in play, or any champion in Create Minion [DU-79]) are very useful with Gellidus. His
any pool. (Off 4) weakness against offensive cards means you shouldn't use
him in combat. While this seems a waste of a level 12
This is a great power. Useable only in combat, this is one of champion, the level means little when the high bonus offensive
the few recommended cards that don't help you win the cards enter battle, being doubled in icon level. The last part of
combat at all. It can be used to discard an ally already in play, Gellidus's power refers to T'chaar, Dragon of Flame [DR-c1],
however, in tournament decks, the ally lock the opponent down who's power mirrors Gellidus's, switching offensive and
or instantly defeat the opponent. The biggest power is the defensive throughout the text. Having both in play and
ability to kill cany champion in any pool. Without the level negating their weaknesses is very useful, especially as it
restriction found in Drain Will [DU-75], this can notably take out allows you to use any offensive and defensive card. However,
most annoying non-combat champions, such as Marco Volo the dragon twins cost 24 champio levels from your deck, and
[1st-50] or Necba the Wrathmaker [DU-c14]. This also gets rid the desire to keep the power would mean avoiding putting
of champion granting immunity, or avatars sitting back in pools. either into combat, making it very hard to defend your realms
That is remarkable in flexability, and doesn't even require with sufficent champions. If one must be chosen, I'd suggest
targetting the player who holds the champion that you desire to Gellidus for the ability to use so many good counters, though it
kill. The best champions to use this power are the ones whos needs to be chosen based on how the rest of the deck works.
natural power allows them to retreat from combat, meant to Gellidus will usually be seen in tournament decks, as few fun
lose, or who's power will let them will innately. Examples decks have the chase cards to spare to add T'chaar, but it's
include: Davron Parscall [PO-9], Seveia Shadowmaster [PO- use will not be widespread, and both Gelludus and T'chaar are
15], Seluna Darkenstar [PO-20] (use this power before using farily easy to deal with, and neither card provides and
the innate Appraise), Havrum Redbelt [PO-25], and Minerva defensive or immunity power.
[4th-333]. The best way to stop this card is using Ur Draxa
[AR-93], or single use counters like Dispel [4th-400] or Slap! Louie the Pit Boss
[IQ-78]. #74 of 99
Thief
Cannibalize 4
#72 of 99 AD&D
Psionic Power Cannot be the target of any card or power designated as
All champions in your pool lose 2 levels until the end of the harmful or offensive. May be sent to limbo at any time to have
current turn. The using champion gains 2 levels for each any die (or dice roll) be re-rolled.
champion in your pool until the end of the current turn. (Def 4)

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This card is a nice support for decks fully endorsing "front realm", and each player may choose what is their front
Millenium's new theme: dice. However, just his immunities realm. As the card states, if the "front realm" is razed, that
makes him worthwhile. Louie, not being able to be targeted by player is immune to the event. However, Siege [1st-203]
offensive or harmful cards is potent, though with weakness, requires that one realm from the front rank being discarded,
leaving him vulnerable to cards that can kill him but not target and that rank is whichever is closest to the front row. However,
him, like Wail of the Banshee [NS-24], or Con Game [DU-82]. any one of those realms can be chosen by the formation
Even with this gap in his immunity, Louie's defense is quite owner. Inverted Pyramid is an interesting rule card, and it will
strong and therefore useful for attachments. When he uses his show up fairly often in fun decks. In tournaments, it might show
second power, the attachements go with him to L:imbo, up in more combat based decks, but it is more likely to be
therefore not lost to the discard pile. The power to be sent to replaced by a stronger restriction rule card. This tactics has
Limbo to force a re-roll is interesting, but not without its risks, been seen for most combat decks seen in tournaments.
as the second rolled result could be worse than the first. The
strongest cards affected by Louie include Phoenix [MI-16], Humility
Cockatrice [MI-17], Treasures of Netheril [MI-27], Turncoat!!! #77 of 99
[MI-46], Hornung's Randomness [MI-78], Wealthy Oriental Rule Card
Vassal [MI-81], Entropy Shield [MI-82], and Roundhouse [MI- Played at the beginning of this player's turn, this card is not
96]. Just like all dice cards, the danger of rolling worse or discarded. It affects all players and remains in effect until
making the same roll makes Louie undependable, but often another rule card is played. This card is immune to events and
woth using. This will show up in the decks of all players that the wish spell. All extra cards that are granted by any means
enjoy these risks and games, but most top level tournament (except spoils) are send to limbo and cannot be used while this
decks deplore such randomness. rule card is in play. If this rule card leaves play, each player
who lost one or more cards may roll 1d10 and retrieve all cards
Gib Nedyah with a last digit matching the roll (return those cards to hand).
#75 of 99 All other cards are not retrieved and send to the discard pile.
Hero
6 Humility is an interesting anti-speed card that is quite difficult to
Dark Sun remove from play. Two of the most favored methods of
Cannot attack. Can use any unarmed combat card. While removing rule cards aren't affective against Humility: Wish [FR-
defending, may use any one unarmed combat card from any 46] and Genie Bottle [3rd-436] both can't get rid of Humility, as
discard pile. Immune to all events (even helpful ones), thief it is immune to those measures. However, other methods,
skills, and blood abilities. such as playing another rule card, or Ellorelloran [TU-93], are
very effective. All cards aside from the basic three drawn in
Named after designer Hayden William Courtland, Gib Nedyah phase 1 and spoils drawn after phase 4 are pulled from the
starts with a fairly large restriction, in that it may never attack, deck and sent to Limbo. They stay there (outside of normal
immediately making it less versitile. However, the ability to use rules for Limbo) until Humility is discarded. Then, each player
any unarmed combat is also fairly strong, sharing the power who lost cards may roll a d10, and get to retrieve all cards
only with Amethyst [4th-303], or a champion using Gauntlets of ending with the same number, the others going to the discard
Combat [DR-74]. Also, whenever he is defending (since he can pile. Since every 0 rolled on a d10 is a 10, no cards ending
only get into combat defensively), he may use any unarmed with zero can be saved from the discard pile. Also, since it
combat card from any discard pile, after which they go back to specified the discard pile, even events go there. For the most
the same discard pile. That means once anyone uses a crotch part, the cards sent to Limbo will go to the discard pile
shot (AKA Fighting Dirty [DU-c3]), no one will want to attack a eventually, but most cards granting extra cards will avoid being
player with Gib Nedhay in his pool. This is probably why the played until the rule card leaves play. This is a fairly effective
attack restriction was put in. Last but not least, Gib Nedyah method of shutting down speed, but has the same problem
has some major immunities, including events, thief skills, and most anti-speed cards; they must be drawn and played, which,
blood abilities. Therefore, he makes a great champion to put in a deck without speed, is difficult to count on. It will show it's
valuable attachments you don't want to risk in combat, such as ugly little face in tournament play, and any deck based on card
a Bag of Holding [AR-28]. For these reasons, Gib Nedyah will advantage (which will be most good decks) needs to think of
find his way into tournament decks and fun decks alike. The non-event, non-Wish counters to this card.
best ways to take out Nedyah is using what he isn't immune to,
like spells, psionics, or even unarmed combat cards, and as Hornung’s Randomness
such, cards to add those immunities are good attachments for #78 of 99
him. Rule Card
Played at the beginning of this player's turn, this card is not
Inverted Pyramid discarded. It affects all players and remains in effect until
#76 of 99 another rule card is played. All cards that require a “Draw and
Rule Card discard noting the last digit”, now require that a die roll of 1d10
Played at the beginning of this player's turn, this card is not be used instead.
discarded. It affects all players and remains in effect until
another rule card is played. All formations are inverted when Hornung's Randomness is an interesting card that can do what
this rule card comes into play. The front row now has three was originally intended with making cards random in the
realms, the middle row has two, and the back has one. Forgotten Realms set, and make them also more dangerous.
Inverted Pyramid is a good rule card for some combat decks, Any card requiring checking the last digit of a randomly draw
but difficult to use to its best advantage. While in play, the (or drawn and discarded number) instead requires a roll of a
formation of each player changes, such that position A is in the ten sided die. Therefore, many combos from deck
third row, behind all other realms played after it. Players fill manipulation are no longer effective, such as Moraster [4th-
their formation from the back forward, with each new realm 339] with The Fates [BR-c23]. A roll of a d10 could add a
protecting previously played realms. This means that each rondomness to those cards that were getting back to the
realm is exposed when it is played, making a good target for a original intent of the cards. However, the roll of the d10 has
combat deck. The best way to use this advantage is for the another interesting effect. It has been ruled that any 0's rolled
combat deck to attack right away, as future realms will block on a d10 are counted as 10's. Most cards are designed with 0-
access. Another key factor is that a deck wanting to defend 9 as possible options, and making it 1-10 makes some cards
itself is that each realm must be defensible, as each realm is nastier (average roll is 5.5, versus the regular 4.5 average).
exposed when first played. However, some interactions with Examples include The Fates (having to discard 10 cards!),
Inverted Pyramid are interesting. Siege! [1st-150] razes the Bess's Revenge [4th-159] (higher level likely to kill), and The

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Black Death [NS-26]. However, some cards also get weaker, play all possible cards, but isn't useful in a deck without magic
like Vorpal Blade [FR-56] or Use Poison [NS-63], since it is items. All in all, unless you rely on magic items that you know
harder to hit a certain number or lower. I wouldn't expect to your opponent uses, it isn't worth carrying this card.
see this card in tournaments often, since most tournament
quality players need to trust their cards will work, and will Wealthy Oriental Vassal
usually use the random cards with a fixing agent of some kind. #81 of 99
However, this will probably pop up in lots of fun games, and Hero
the chaos this card is likely to cause make fun games even 8
more so. The standard methods of removing rule cards are Forgotten Realms
effective counter measures to this card. Immune to harmful events. When in play, only cards marked
as “First Edition” can be played. If the Poor Oriental Lord and
Bansmareton this champion are in play at the same time, both go to limbo for
#79 of 99 1d10 turns (each champion’s owner rolls for their champion).
Psionicist
17 This card was probably the most argued card in the entire
AD&D Millenium set on the Spellfire Mailing List when it first came
Avatar. Discard a psionic champion to bring into play. Each out. The WOV (Wealthy Oriental Vassal) is a card every player
opponent draws a card when Bansmareton enters play. needs to be aware of, and have a strategy to deal with it.
Immune to psionic attack. Bansmareton psionically teleports all When the WOV is in play, only cards with first edition on the
of this players champions and allies, allowing them to attack back can be played, banning cards from 2nd through 4th
any realm regardless of position or movement restrictions. editions, and all on-line boosters (since they are considered no
edition). This is the opposite number of the Poor Oriental Lord
Bansmareton is the only psionic avatar champion thus far in [DU-c20], which is a first edition card that prevents all other
Spellfire. It is very useful, but at the same time, isn't worth it. cards printed as first edition. As both cards allow the other to
The price for Bansmareton is discarding a psionic champion be played, the provision added was that if both are in play,
from play, meaning any champion able to use psionic powers both are sent to Limbo. Each player rolls for his card, so it is
cards, not necessarily as psionicist, which works very well with unknown which one will come back first, and how long before
his champion type. Each opponent being able to draw a card they beam each other away again. Both WOV and POL (Poor
when Bansmareton enters play is very bad for card advantage, Oriental Lord) strategies can work, but are weak against the
and thus needs a very powerful power to balance. other. The best way to plan for both possibilities for a deck
Bansmareton's power is very strong and should be considered, using neither of these cards is to mix your realms and
as he acts as if he was every Underdark realm, allowing all of champions between editions, as Mike "Ogre" Heubbe did in
his player's champions (not just the psionic ones) to attack any the finals of the 2002 World Championship against a deck
realm regardless of position or movement restrictions using WOV and a deck using POL. If you don't have a way to
(including requirements required by other cards, like Song of play the WOV against POL, you need a way to kill the WOV
the Dragonlance [DU-22]. It doesn't get around "requirements" before you get locked. Because the WOV is immune to events,
type cards (Den of Thieves [NS-c24] or Anytown, Anywhere prefered methods include spells (such as Wish [FR-46]),
[4th-70]) or non-movement requitrements (like the Ruins of psionics (like Drain Will [DU-75]), blood abilities (like Death
Zhentil Keep [3rd-3] requiring clerics to attack). Each deck Field [DU-81]), or allies (like Assassins [1st-252]). Either way,
must choose for itself whether the card advantage loss is worth be ready to deal with this card in some way. It has forever
this nice advantage of attack. You should expect to see this changed tournament setting.
card in psionic based fun decks, but it will be suprising to see it
in tournaments. Its lack of defensive powers means finding Entropy Shield
ways to protect Bansmareton are highly recommended if you #82 of 99
intend to use him. Wizard Spell
For every card attached to the opposing champion, the
Kalator opponent must roll a d10. If the number rolled is even, the
#80 of 99 attached card is discarded. (Off 4)
Hero
7 The Entropy Shield is an interesting wizards spell. It provides
Forgotten Realms no icon bonus, and is very unstable, possibly not doing
Can cast cleric spells. Immune to offensive thief skills. Any anything in the round of combat. However, there is a 50%
magical item attached to Kalator becomes a Forgotten Realms chance that any card played after it will be discarded without
artifact, discarding from play any magical items with the same ever activating. Rigged Dice [MI-22] can be used to guarantee
name (no more can be played). a specific card dies, but that should only be used if the
opponent plays a card that would end the battle immediately.
Kalator is an interesting card, but might only make an impact in Because the power only activates for cards played after
tournament level matches. His ability to cast cleric spells help Entropy Shield, any battle you don't expect to win outright with
defensively, and his immunity to thief skills makes his the first card should start with your spellcaster casting it. No
attachments safe from cards like Con Game [DU-82], but those other card could be as effective as Entropy Shield, but Entropy
aren't the reason to use Kalator. He can turn any magic item Shield also has the same chance as being totally worthless. I
into an artifact as it is attached to him, preventing copies of wouldn't expect to to see Entropy Shield in most tournament
those cards from being used by opponents. Most people who quality decks, but it could be very common in fun decks. If you
use this effect are looking to cut down speed items, like Bag of love to gamble, this is a great card. Otherwise, pass on it and
Holding [AR-28], Dragonfont [AR-c20], or Bag of Beans [NS- find something dependable.
c11], all of which are commonly seen in tournaments.
However, since each item is turned into an artifact, he doesn't Dark Cloud
get to use this power more than once, as he, like all #83 of 99
champions, may only have 1 artifact attached. The only way Realm
around this is the Ego Coin [2nd-419], as it becomes an artifact AD&D
to be attached, but then all any number of artifacts to be This realm negates the powers of Tyr, Arkhold, and Mulmaster.
attached to it's owned, making Kalator more useful, as he can
take away more magic items from the opponent's use. Outside Dark Cloud is an okay realm, that becomes stronger in a
of tournament play, Kalator is just too restrictive to make him tournament setting. Most speed cards show their ugly head in
worth using, as using only one magic item means you can't tournaments, and this card hurts three of the most common.

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Tyr [1st-224] has no other counter, and this realm works well spellcasting ability, choose something like The Free City of
for it. Arkhold [1st-236] can be countered by name by Points Greyhawk [1st-111] instead of a conditional realm like this.
East Trading Guild [4th-101], as well as by Dark Cloud, but However, this realm is unique, in that "defender' really means
neither shuts down the other reason it is found in tournament "defending champion", as the other common defenders, allies,
decks - City States [RV-30]. In the case of both Tyr and don't summon more allies. With Mordenkainen in play, this is a
Arkhold, the most effective way to slow them down is the Ring pretty decent realm, but without, leave it outside of your game
of Winter [FR-61], since it cuts all opponents down by a card in plan.
the draw, and only doesn't negate Tyr and Arkhold if both are
in play by the same player. However, the most important cut Control Weather
down is Mulmaster [1st-33], which has been known to fuel #86 of 99
world champion decks (especially the 1996 world champion Wizard Spell
Tim Tracy's spell deck), and make a strong tournament Until the end of this player’s next turn, your realms can only be
showing. It can be shut down by The Celestial Jewel of attacked by earthwalkers, “teleporters”, or through Underdark
Sarimie [4th-100], but that only works for decks with significant realms. (Def 5)
numbers of Birthright or any holding realms. Dark Cloud works
very well for this, and to protect it from such decks, a good This is another in the line of "camper's" spells. This hurts many
attachment for it might be Keep of the Dead [AR-64] or Cavern decks based on combat in that they can't go after you, except
of Ancient Knowledge [NS-18], which makes it harder for spell for a few ways, and must focus on the other opponent. This is
decks to destroy or raze the realm. Outside tournament very similar to Wall of Fog [1st-371], Forbiddance [PO-c11],
settings, most decks don't focus on speed, and therefore you and Phase Out [PO-51], and combos very well with Extension I
might want a more combat based realm, as Dark Cloud has no [DU-91] and Permanancy [IQ-79]. This card is used especially
defensive powers. well by "camper" style decks (those with champions sitting in
the pool, never going into combat), or Underdark decks (as
Melf’s Acid Arrow you can get around the restrictions like this played by others,
#84 of 99 but the regularly defenseless Underdark realms can restrict
Wizard Spell attackers). There is a danger when playin this card. While you
+? have this actively in play, if another person has Volcanic
May be played into a combat where this player is not involved. Eruption [RR-64], they can use it to raze all of your relams, as
Roll 2d6 for the level of this spell when it is cast. If the roll is the group restricted to specifically names earthwalkers.
less than the caster’s base level, destroy one ally already in Therefore, for defensive purposes, the similar cards above are
play. (Off 4) stronger, but having all of them improves your chances of
pulling off the combo. Otherwise, Control Weather is not worth
This spell has only one thing that separates itself from similar carrying in your deck.
spells, and that is given in the first line. This spell can be
played into a battle by this player, only requiring this player to Assembre
have a champion able to cast spells. It can even go into a #87 of 99
battle where neither combatant can cast spells. Similar effects Realm
can be created with any spell by using Tenser the Arch Mage AD&D
[RR-29] to cast the spells. The level bonus will average at +7, This realm has a gate to Krynn hidden within its vineyards.
but can range from +2 to +12 (best if used with Rigged Dice Once per battle, you may search your deck for a Dragonlance
[MI-22]), but usually not worth it for the minor level champion and place it into your pool.
adjustment), and the level adjustment has another effect. If the
roll is lower than the caster's base level, you may also discard When you first look at this realm, the first though it that its
an ally in play. As such, it is best to use this with a high level usefulness depends on what champion you could pull, and at
champion, and still only discards an ally more often than not if first thought, no Dragonlance champions jump out. Once a
the caster base level is 8 or greater. The odds can be defender goes forward for this realm and battle begins, you
increased if used with cards that raise base level, such as may search for a DL champion (meaning the pulled champion
Armor [4th-396], but usually it isn't worth it. If you intend only to can't be used they were pulled), and some of the best
use it for yourself in battle, there are better spells, guaranteed possibilities include Tasslehoff Berrfoot [DL-39], Deathstream
to kill allies, such as Lightning Bolt [1st-332], Meteor Swarm [AR-72], Goldmoon [AR-83], Bilago Lumen [PO-17], Aquilla
[DR-55], or Phorbes's Scrolls [2nd-406]. It's not a bad card, but [TU-98], Jella [4th-329, Moraster [4th-339], Cyan Bloodbane
being based upon dice makes it unreliable, and therefore not [DR-41], Verminaard the Dragonmaster [DR-42], Fire Dragon
useful in most tournament settings. Fun settings will see it [DU-38], and Necba the Wrathmaker [DU-c14]. As might be
more often though, especially as it is fun to meddle in relaxed guessed, not all of these need to be carried to use Assembre,
or team settings. but the general rule of thumb is that a searcher shouldn't be
added unless there are three strong cards worth getting. The
The Yatils key is to pick your champions to match your theme, and then
#85 of 99 see if Assembre is appropriate for the deck. However, there is
Realm one good exploitable loophole to Assembre; It does not restrict
Greyhawk avatars. Since Assembre puts the champion directly into play,
Magical items cannot be used when attacking this realm. If while you do have to pay the cost, avatars can be brought into
Mordenkainen is anywhere in play, each defender of this realm play outside of phase 3. The top prospects are Sirron, Avatar
gains a +9 ally able to cast wizard and cleric spells. [PO-45], Kiri, Avatar of Kiri-Jolith [PO-79], and Gib Drawsemaj
[NS-c22] (here, you keep the card in your hand, since you
The Yatils realm is a very interesting card that has potential. haven't just discarded a realm). This can greatly swing the
The first power should not be dismissed, because magic items battle to your side, once a person has this used against them,
tend to be the strength of many decks for combat, and gets rid they will think twice before attacking Assembre again.
of some weasel cards, like Blamblower [DL-56]. The second Therefore, if this realm fits your theme, exploit it fully, but if not,
power is more conditional. If you (or anyone else) can get pass on it; the avatar combo isn't strong enough to make it
Mordenkainen [3rd-162] into play and keep him there, worth playing just for that.
defenders of the Yatils get a nice bonus. The ability for
defenders to cast both wizard and cleric spells is nice, but Polymorph, Any Object
most decks focusing on spells require almost all of their #88 of 99
champions to be spellcasters, so this bonus is very small and Wizard Spell
can probably be ignored. If you need a realm to give

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Change any one attachment (anywhere in play) into an
attachment with a +1d4 and no special abilities. Lasts until Leomund’s Secure Shelter
dispelled or negated. (Off 3/4) #90 of 99
Wizard Spell
At first glance, this card looks very repeat of many previous This player’s pool cannot be the target of harmful events or
cards that destroy items or artifacts, except weaker, as the offensive spells. Lasts until dispelled or negated. (Def 3)
card stays and even grants an icon bonus. However, this card This wizard spell is the "camper's" dream, and one of the best
is a diamond in the rough for the dedicated player and careful protections available for decks that keep vital cards in the pool.
reader. This card affects any attachment, not just magic items This card protects the pool from harmful events (something
and artifacts. Allies able to return to pools can be targeted, as carried in practically every deck) and offensive spells (very
can any held card. The value of not destroying a magic item or common in tournament decks). Without a listed duration, it
artifacts while rendering it near useless should not be forgotten cannot be Extensioned [DU-91] or made Permanent [IQ-79],
either. Many decks that focus on magic item manipulation but it still is quite powerful and protective. When coupled with
(using things like Bag of Holding [AR-28], Bag of Beans [NS- an Extended or Permanent attack blocker (like Forbiddance
c11], Armor of the High King [BR-27], or Staff of Mimicry [RV- [AR-c14] or Phase Out [PO-51]), this can make a player
61]) usually have a free way to get such items back (like virtually untouchable. The best defense to this card are non-
Tasslehoff Burfoot [DL-39] or Pelanth the Bronze Dragon [DR- event, non-spell pool destroyers (such as Drain Will [DU-75],
28]) and return them like new just one turn later. By not Death Field [DU-81], or Wand of Telekinesis [DL-53]), or those
destroying it, you make it less accessable to those decks. Plus, that go through it, such as Wish [FR-46]. However, the normal
few things hurt artifacts, so negating the powers of the Throne spell defenses work also against this, and worry about this
of the Pharaohs [4th-466], Ring of Winter [FR-61], or Slorath's card can greatly be reduced if you focus on a non-spell theme.
Gloves [DU-c18] works well also. Finally, as Polmorph Any This card will show up fairly often in standard tournament
Object doesn't specify champions or pool, it can depower decks, but will not show up in most other settings, as most fun
attachments on other cards, most notably realms. You can use and interesting situations involve combat, not camping in the
it for the most annoying holdings (like Mulmaster [1st-33] or pool with cards like Necba the Wrathmaker [DU-c14]. If you
Black Hand Thieves Guild [DU-c5]) or realm artifacts (like expect to play in a tournament using a spell deck, you need to
Cannon Ball [DU-60]). This, coupled with it's ability to hose figure out a good way around this card, but if you play another
cards in combat as well, makes it very versitile, and should not theme, if you have enough spellcasters to be able to dabble
be ignored in any deck using many wizard spells, even in the this card in, do so, and you usually won't be sorry.
tournament level matches. I don't believe many decks you face
will use it (as most spellfirers seem to have dismissed this card
Knee to the Groin
as a repetition of previous cards), but I believe you will find it a
gem in most games you play! #91 of 99
Unarmed Combat Card
Usable by any champion. May not be used on dragons. The
Elven Towers
opposing champion must either retreat to his pool from battle
#89 of 99 (treat as a defeat) or continue at half of his base level
Realm (opponent’s choice). (Off 4)
AD&D
This realm can never be rebuilt. Due to its high resistance to This any champion unarmed combat card in a funny concept
magic, this player is immune to the effects to other player’s and amusing photograph art, but isn't the greatest card. First
dungeon cards. off, your opponent inadventantly has control over if you can
use this card, as you never know when the opponent will use a
This realm is an interesting one, that has great power, but also dragon champion., so sometimes you will find this a dead card
carries with it danger. The danger comes in the short first in your hand (something usually avoided by "any champion"
sentence, as the Elven Towers cannot be rebuilt if razed. The UCCs). Then, this card gives the opponent gets a choice of
realm still occupies its current place in the formation until how to respond to it, and most. especially in tournament
replaced, and thus this power only helps if used with a Playing settings, will choose to retreat safely to the pool. This can be
to Lose [DR-c10] theme. Since many tournament decks are reduced by using it with a champion with special powers that
built around rebuilding realms after getting them in play with activate upon victory (like Tithian [1st-301], Silversun [IQ-24],
events and characters, this will reduce its play in tournaments. Halcyon [1st-c16], or Feinoue, Void Shaper [MI-14]) or that
However, its second power is very interesting, as it makes this negate the safe option (like the Sphere of Annihilation [BR-
player (and his formation, champions, hand, and deck) c4]), forcing someone to stay in combat at half level. When you
immune to the dungeon cards. This includes primarily have one of these situations, Knee to the Groin still isn't that
defensive type powers; for all practical purposes, opponent's great, as it only halves an opponent's BASE level, rounding
don't have dungeons in play in regards to this dungeon's down (cutting usually 1-5 levels unless used against an
owner. Some examples include Level the Playing Field [IQ-51] avatar). A different card with a higher icon bonus will usually
(this player may use instant defeat cards to beat their be a better choice than this in practically all situations.
champions), Labyrinth of Castle Greyhawk [DU-6] (this player
may raze and discard that player's Greyhawk realms outside of
Stomp!
combat), and The Azure Tower of Onad the Fallen [DU-24]
(you can stop that player's helpful events and copy their #92 of 99
harmful events). This type of power is very useful, and unique Unarmed Combat Card
currently to the Elven Towers. Therefore, there are many +5
settings in which this realm will be very useful. If you never Usable only by giants. Kills all allies in play of icon level 5 or
intend to fix razed realms, this card is a great choice for any less. (Off 4)
deck where it doesn't disrupt its theme. Even then, this card
will find playtime, and can be countered by any card that could This is the first giants only unarmed combat card, and I hoped
raze the realm, or aided by any attachment that could prevent for better. This card has the potential to wipe out multiple
it (like Keep of the Dead [AR-64]). allies, but in most situations, it won't. It also is the only card
that kills all allies of a type IN PLAY (including those strong
Cúpula BSW 2021: Caso este reino seja arrasado ou enough to keep in the pool or formation). However, the best
removido de jogo e o outro jogador esteja protegido por The reason to play low level allies is their powers, often instant
King’s Peace, que estava sendo negada pelo reino, eventos defeat powers. When they are played, you die before being
maléficos que o estejam afetando no momento em que o able to step on them, as this isn't a counter card. Giants have
poder do reino deixa de ser aplicado deixam de afetá-lo. access to much better cards, and thus deserve better than this.
Since giants are not a viable tournament theme (regardless of

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format), this card will rarely see play, and you shouldn't worry not a monster. Spells and psionics cannot be used by either
about it, even if the opponent is pack Stomp! champion for the remainder of this round of combat. (Off 4)

Heaven & Earth This is the weakest unarmed combat cards in the Millenium
#93 of 99 set. While it can be used with cards like Rigged Dice [MI-22],
Unarmed Combat Card this card really isn't worth it, as it grants just a bonus of +11 to
+? +8 (or +12 with a monster). However, for the most part, the
Usable also by any adventurer. Roll 1d6 for the bonus of this icon bonus will average at +7 (or +4.5 if used by a non-
card. (Off 4) May also be played at any time in response to any monster), which is a useful bonus, but nothing worth writing
card played by a champion of lower base level. That card is home about. Headbutt can be used by any champion, bu not
negated and this player draws a card. every deck, since the final line restricts the user, as well as the
victim, from using spells or psionics, it should never be
This hero unarmed combat card is usable by adventures as included in any deck that uses either of those types of cards.
well as by heroes. If used for its initial abilty, the user is Similar unarmed combat cards include Slap! [IQ-78] (for non-
wasting this card for an average offensive bonus of 3.5. spellcaster to counter a psionic power or spell as it is played),
However, if used by a high level champion, this counter card Uppercut [RR-93] (for heroes), Chokehold [4th-436] (for heroes
can be one of the best counters available. It negates a card against spells), and Tail Sweep [DR-92] (for dragons). These
played by the opponent of any type, and still allows you to cards are often not as strong as Headbutt if you don't intend to
draw a card to fill in its place. Therefore, card advantage works play spells or psionics, but Headbutt's varying icon bonus (that
nicely, as you spend one card to get a card and discard an feasably could even be negative) doesn't make Headbutt worth
opponent's card. You can't always count on this card, as it is the risk, except maybe in an all monster deck.
affected by the opponents' play, but if used with a level 9 or
greater champion, it will usually work, and hero avatars could Roundhouse
gain well from this card greatly. I wouldn't expect to see this #96 of 99
card pop up often in games, but this card could be used in all Unarmed Combat Card
settings and situations. Aside from immunity (best by the +?
Forgotten Ruins [DU-34]), there is no best method on dealing Usable by any champion. Roll 3d6 for the bonus of this card.
with this card, but since it won't be in all decks, the best This champion may not play any more cards that are
strategy is not to lead off with your best combat card, so they designated as Defensive. (Off 4)
waste this card on that and not you big guns.
Roundhouse potentially is the largest single non-event bonus
Tsuki Kotegaeshi card except for the Crystal Dragon Figurine [DU-67], which
#94 of 99 only gets that high by discarding the attached championn after
Unarmed Combat Card battle. This card couples nicely with Ridded Dice [MI-22],
–4 insuring a +18 bonus. This card also couples nicely with Field
Usable also by any adventurer. Play on an opposing champion of the Battlelord, as you re-roll the bonus every time (getting
whose player must draw (face up) the top two cards from their over bad rolls), and can play defensive cards again. Normally,
draw pile. If neither can be played into battle, discard the cards cards that just grant levels don't win battles (usually it is card
along with the opposing champion. (Off 4) special powers), but level bonuses like this (averaging
between a +10.5) really can swing the battle. However, without
This card is unusual, not least in name. This unarmed combat the nice combos, this is an iffy card to use, as it is just as likely
card, one of only two specifies adventurers (something new in to be a +3 as a +18. However, when well prepared for, this
Millenium), yet heroes can also use this card (since they card works excellently and fits well into appropriate theme
included the word also, and UCC's can be used by heroes decks. However, even though it can be used by any champion,
unless sepcified against it). It is also unusual in that it is the I don't think this card will see much play in tournaments, as the
only negative icon bonus unarmed combat card, attached to most skilled tournament players focus on card advantage and
the opponent and not the using champion. This card can ending battle quickly, which most high level cards don't do.
eliminate an opposing champion, but the likelyhood of that
depends on the setting. In most fun setting, this card won't Trip
work, as more decks tend to be battle oriented. However, there #97 of 99
are ways of hedging the bet for this card. The key fact is that Unarmed Combat Card
the champion is discarded if niether card can be played into Counter
the CURRENT round of battle. Therefore, setting up Tsuki Usable by any champion. Sends one of the opposing
Kotegaeshi with cards that restrict others from being played champion’s allies to the discard pile, regardless of immunities
(champions restricting allies, or Rangers of the Highland [MI- and before its powers activate. (Off 4)
3]) can allow victory. For instance, if Tergoz Tenhammer [3rd-
60] with the Gauntlets of Combat [DR-74] plays Tsuki This is a very useful counter which will see use in many decks.
Kotegaeshi, and the two cards are a realm and an ally, since Currently, players still see the only counter effect ally card that
Tergoz restricts allies from being played, both drawn cards, can be played after the ally in tournament decks (that card
and the opposing champion are discarded. This card is being Airship [3rd-90]), and being an unarmed combat card, it
actually better in a tournament setting then most other settings, can be recycled and countered less easily then Airship. This
as the trend in tournament decks is shying away from combat can be used by any champion and stop an instant killer ally,
and destroying realms from afar, which means that champion and such allies tend to be often found in tournament quality
discard is more likely. However, even in tournament settings, decks. Top allies to target with this effect include the Dreaded
unless you have a good method of playing the card (for Ghost [4th-246], Noble Djinni [1st-84], Master Illithid [DU-53]
instance, mostly adventurer champions), shy away from this (this works because Trip is a counter), and Cockatrice [MI-17].
card, as usually you want cards that are more versitile and While not every deck will carry it (as many care more about
usable by any champion. card advantage than winning battles), don't be suprised when
your opponent whips it out just when you think you've won the
Headbutt battle. I'd recommend this card even more in any setting then
#95 of 99 emphasizes battle (Warriors Rule, Extended Play, and larger
Unarmed Combat Card deck formats).
+?
Usable by any champion. Roll 2d6 for the bonus of this card, Stunning Fist
and 1d4 for a bonus to the opposing champion if the user is #98 of 99

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Unarmed Combat Card +5
+10 The using champion ignores any instant defeat conditions and
If this champion is winning by more than 8 immediately after must be defeated by level alone. May be played as a counter
this card is played into battle, then the opposing champion is to an instant defeat. (Def 4)
instantly defeated. (Off 4)
This high level hero unarmed combat card is very strong, and Since this card doesn't specify who can use it, this is a heroes
can lead to instant defeats, but will most often just be a nice only unarmed combat card. This interesting counter is a very
+10 card. The +10 is very nice and works well for anyone strong card, but will often not make the cut for most
using the dungeon Field of the Battle Lord [DU-9], keeping the tournament decks. The power works well with itself, since it
+10 around round after round (this combo works espeically prevents any instant defeat played by an opponent into battle.
well on multi-attack heroes, like Rikus [1st-258], Azhul the However, it the card doesn't specificly say "instant defeat" or
Hasty [3rd-266], and Zaknafein the Weapon Master [TU-94]). some variation, this card doesn't work. This includes cards like
To use the instant victory part of the power, a champion must Blamblower [DL-56], Sword of Cymrych Hugh [FR-62], or
be down by only 2 or fewer levels when they play this card, so Cockatrice [MI-17], since these specify discard, not defeat. The
careful timing is usually required. The best ways to counter this +5 is a significant bonus, and factors well into having to be
card are Reversal [4th-435] and Whirling Dervish [MI-99]. In a defeated by level alone, but the "discard loophole" means
mostly hero deck, this is a strong and worthy addition, but many of the cards to be protected against (like the Dreaded
otherwise it is a waste. Don't expect to see this card in Ghost [4th-246]) can still get through. This problem, along with
tournaments except a few varients, as for the most part, hero the hero restriction, will probably prevent it from being used in
support isn't nearly as strong as spell, psionic, or blood ability too many tournament decks, and most fun decks avoid instant
support. defeats for more fun play, and therefore isn't the strongest
choice for that setting either. In other words, find better cards
Whirling Dervish for most decks than this.
#99 of 99
Unarmed Combat Card

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Aonia Sunblaze chosen at random from an opponent's hand. This ally cannot
#1 of 72 be forced to switch side or discarded.
Cleric
9 This champion is a good one, though a bit of a gambler. When
AD&D in combat, the Beastmaster's player chooses one opponent
Can use hero unarmed combat cards. Immune to unarmed (not nessessarily the one he is attacking, but often that player
combat cards useable only by undead, and the "Negative is a good choice). The opponent hold up all of his or her allies
Planar Energies" rule card. May not use undead allies and is in hand, and the Beastmaster draws it and plays into battle
discarded if in the pool with an undead champion. immediately. Even if that ally could not normally be used by the
Beastmaster (like Cult of the Dragon [DR-80]), the
Aonia is one of the best champions against undead decks. Beastmaster can use it. This ally is safe for the battle, being
She can use cleric spells and hero unarmed combat cards unable to switch sides or be discarded. This power may only
(though few good combos come to mind with her). She is be used once per round of battle. Good cards to use with the
immune to undead unarmed combat cards, which is useful Beastmaster include Rings of All Seeing [4th-171] (to see who
considering cards like Level Drain [NS-97] or Cause Fear [NS- has good allies) and Intensify [PO-89] (to double the level of
93]. She is also immune to Negative Planar Energy [NS-73], the stolen ally). After battle, the ally goes to its owner's discard
but she was already immune because she is a cleric. This pile, regardless of special powers. This champion could be
power could be made useful when combined with a Chest of useful in tournaments, when many instant win allies are used.
Many Things [2nd-420], but otherwise is pointless. However, However, since you may play against decks without any allies
Aonia's restriction against being in a pool with an undead ready, it is a gamble many tournament players may want to
champion drastically makes her less useful. The same can be avoid.
said for the inability to use undead allies like the Dreaded
Ghost [4th-246] or the Ancient Dracolich [NS-81]. In short, she Murtha the Gypsy
is only udeful when you know you are facing an undead deck, #4 of 72
since her 9 levels are too much just for the support cards she Psionicist
can use. Additionally, an undead deck can get rid of her by 6
casting Corruption of the Flesh [NS-83] on any champion in Dragonlance
her pool (including herself) Immune to all thief skills. While in pool, negates the effects of
Necba the Wrathmaker, Poor Oriental Lord, and Wealthy
Dark Cleric Oriental Vassal for all players.
#2 of 72
Cleric This champion was one that was changed after the release of
5 Chaos, because her power negated the powers of the listed
Ravenloft champions for just this player, not all, and thus this player
Can use undead unarmed combat cards. Every turn that this could lock the game, but safely play his cards. Murtha is one of
champion doesn't attack, his player may return one a few champions immune to thief skills (most obviously, Con
undead/werebeast champion from his discard pile to his draw Game [DU-82]), and thus is valuable for just that immunity.
pile, which is then reshuffled. Gains 5 levels if played from However, when she is in the pool (where she should stay,
6PM to 6AM since she's nearly powerless in combat), three nasty
champions are completely neutered: Necba the Wrathmaker
Dark Cleric is a good card for any undead or werebeast [DU-c14], the Poor Oriental Lord [DU-c20], and the Wealthy
themed deck. The Dark Cleric's ability to use undead unarmed Oriental Vassal [MI-81]. All players may play cards regardless
combat cards means he should be able to use any support of edition, and don't have to attack or lose a champion while
cards usually found in a deck, so he won't be defenceless in Murtha is in play. Any deck built around these champions (and
the pool from attacks like Blood Challenge! [BR-c20] or Arena there are many in tournament level games) will try to kill this
of Dori the Barbarian [IQ-3]. Each turn the Dark Cleric doesn't champion quickly, so good protection cards like the Orb of
attack (which he should almost never do), you can shuffle an Power [4th-170] or the Winner's Cape [4th-520] are essential if
undead or werebeast champion from the discard pile to your you want to be safe from these cards. Murtha's power is very
draw pile. This card play doesn't help card advantage much, similar to that of Playing Fair [CH-64], except it also stops
and is far weaker than Undead Regeneration [RR-c7], but can Necba. This cards do not work for you well when you try to use
be useful to keep the pressure of attacks up. Realize this also these cards either, so don't build a deck using Murtha and one
means that you are less likely to draw a realm each turn this is of the cards she stops. This card will be in many tournament
done, since there are more non-realm cards in the deck, but decks, and needs to be planned for for any deck that plans to
this is relatively minor for decks with 12 or more realms. The 5 use Necba, POL, or WOV.
level boost for night play is nice, but not the main feature of the
card. Note that the power boost only cards when the card was Gib Cram
played, not at the moment of use (playing the champion down #5 of 72
at 5:56 PM means he stays level 5 after 6 o'clock rolls around. Regent
Dark Cleric is a good support card for undead or werebeast 7
themes, but not overly powerful. Birthright
This player's champions and attached cards are immune to the
Beastmaster special powers/abilities of realms and realm champions.
#3 of 72
Psionicist Gib Cram gives all of his player's champions a very nice
6 power. Immunity to special powers of realm champions doesn't
AD&D mean a lot, since most don't have special powers, but the
When in combat, the Beastmaster may summon any ally immunity to realm powers is huge. With Gib Cram in your pool
(or even in battle), your champions and attachments may

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attack realm regardless of restrictions placed by the realms (so Foot Long, Avatar Of Mimic
a monster could attack the Ruins of Zhentil Keep [3rd-3], or #8 of 72
allies can attack Daggerdale [1st-26]). This does not get Hero
around holding powers (like Black Waters [1st-246]), or powers 13
of dungeons (like the Song of the Dragonlance [DU-22]). It also AD&D
doesn't negate "defensive" realm powers. For instance, with "Avatar. A Spoon, Knife (sword), and Fork, must be discarded
Gib Cram in your pool, a wizard or dragon could attack to bring this avatar into play. While this avatar is in play all
Palanthas [DR-8], but defending dragons and wizards are still players must attack on their turns or discard their lowest level
immune to offensive spells and harmful events. Gib Cram champion in play.
would make a good addition to any attacking deck. The only
cards with similar powers are Crown of Souls [RV-67] and Jarl This is a very unique avatar. Swords are easy to find
the Frost Giant [RR-40]. throughout all sets, however, there is only one spoon
(Murlynd's Spoon [IQ-65]) and only one fork (Fork of Defence
Gib Thiaf [CH-45]). This makes this particular avatar very difficult to get
#6 of 72 into play without cards like Titans Walk the Earth [4th-158].
Hero This card is very similar to Necba the Wrathmaker [DU-14],
10 except the attach doesn't have to result in a razed realm, and
AD&D the champion discarded is the lowest level champion, so low
May use any support card. May use Dragonlance artifacts. level champions you want to save like Hettman Tsurin [1st-
When in combat, her attachments activate first, regardless if 172] can be saved by giving them high icon bonus
attacking or defending. attachments. You will still lose a champion if you do not attack,
but the champion you want to save just has to be higher than
This high level hero has many things going for her. First off, one other in your pool. It targets the lowest level champion so
she may use any support card. This is still very good for a deck it is less likely to discard itself. This avatar is not meant for
using lots of different types of support cards. She can attach combat (even though it requires all players, including its owner,
either AD&D or Dragonlance artifacts (I believe the main to attack every turn). Because of the high requirements on its
purpose of this was so she could use the Medalion of Faith owner (3 magic items and attacking every round), this card will
[DL-c25]). However, the strongest part of her power is that her rarely see play in tournaments.
attachments activate first in battle, regardless of whether she is
attacking or defending. This makes her a great champion to The Brewmaster
put "instant victory" type cards on her, like the Vorpal Blade #9 of 72
[FR-56] or a held Use Poison [NS-63] (it would not allow these Hero
cards to be played from the hand immediately). This early 4
activation makes her versatility with support cards and artifacts Dragonlance
much more useful. Gib Thiaf will see play in many different Dwarf. In phase 0, this champion may either recover one
settings, including tournaments, because of this wonderful magic item with the words ‘oil’ or ‘potion’ in the title from the
adaptability. discard pile, or pull one such card from his deck, and play it
Gib Thiaf was created to honor Brenda "Faith" Reeves, who immediately upon himself.
was one of the top female players the game has had, who was
fanatical about the game. She has since given up the game. This dwarf is set for a theme of potion and oil magic item
cards. Besides the cards in this set, there is only one other
Pirate potion: Potion of Fire Breathing [1st-215]. The Brewmaster,
#7 of 72 during phase 0 (so not on the turn he is played) can either
Hero search his deck for an oil or potion, or can pull back an oil or
5 potion from the discard pile. Either way, the potion is attached
AD&D to the Brewmaster. Good choices for the Brewmaster to search
Swimmer. Can use thief skills. During phase 3 the pirate may for include the Potion of Disenchantment [CH-32] and the
send all magic items and artifacts attached to any one Potion of ESP [CH-36] (both of which go to the Abyss after
champion in play to Limbo. The attachments are returned to play), and the Potion of Super-Heroism [CH-40]. Nectar [CH-
the champion the next time he enters battle. 34] and Ambrosia [CH-35] are not formally potions (though
they are used the same way), so the Brewmaster may not get
Pirate is a great card for fighting "sit and destroy from far them. Coupled with Tasslehoff Burrfoot [DL-39] and Pelanth
away" decks. During phase 3, pick a champion in play. All his the Bronze Dragon [DR-28], this could make some awesomely
magic items and artifacts go to Limbo. This is a great way to dangerous magic item decks. The only cards that can do
get rid of annoying magic items that never see battle, like the similar searching at Create Object [PO-97] (which puts the
Bell of Might [FR-c18], Dragonfont [AR-c20], or the Bag of item into play) or Moraster [4th-339] (which puts the magic
Holding [AR-29]. This also is a good way to weaken a pool item on the top of the deck). Since the Brewmaster has no
champion to destroy him (for instance, sending the Winner's immunities and a low level, nearly any method of champion
Cape [4th-520] to Limbo, then Wish [FR-46] the champion destruction is effective on him.
away). If the champion is discarded, the attachments stay in
Limbo, because the champion hasn't gone into battle. This is a Tyr, Avatar of Justice
great way to stop magic item recyclers like Tasslehoff Burrfoot #10 of 72
[DL-39]. However, sending magic items that help in battle to Hero
limbo is pointless, since the champion gets them back the 14
instant he enters combat (unless, of course, you kill the Forgotten Realms
champion before he goes into battle. Because the Pirate's Avatar. Two heroes must be discarded to bring Tyr into play.
power is not battle related, he shouldn't go into battle unless The player and all his cards are immune to all offensive thief
he absolutely must, and should be protected with attachments skills. All champions in play can only be sent to the abyss
since he has no immunity. The best ways to kill the Pirate is to through combat. Limit one avatar per pool.
force him into battle (like with Arena of Dori the Barbarian [IQ-
3]) or summon him as an ally (such as with Humanoid Familiar Tyr is the avatar for any player sick of underhanded things
[DR-48]). This card will be seen in many tournament decks as happening to his champions. To bring Tyr into play, two heroes
magic item manipulation is quite popular. It won't see much must be discarded from in play, so any deck using Tyr should
play in varients when battle is common. have many heroes or items to change their icon type (like the
Chest of Many Things [2nd-420]). Tyr's owner and all his cards

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are completely immune to thief skills. This does not stop discard one ally used against him. However, what really
defensive skills, like Legal Loophole [DU-83], but definitely seperated Marius from other champions is victory power. Any
puts the hurt on any player intent on using thief skills. Also, champion defeated by Marius is automatically under Marius's
while Tyr is in play, all champions in play (not just in Tyr's pool) player's control. This includes champions who wouldn't
can only be sent to the Abyss through combat. Therefore, if normally be discarded after on defeat, like Ochimo [FR-88].
Mindlkiller [TU-56] is cast during phase 3, it has no affect. Additionally, that champion become undead (vampire), making
However, if cast in battle, the opposing champion will go to the it even more useful for an undead theme, especially when
Abyss if a counter card is not played. This avatar would work using Negate Planar Energy [NS-73]. This power makes him
well for battle heavy decks with lots of heros. Combined in a worth it for combat based decks, especially ones that attack
pool with Gib Ergo [IQ-32], the Forgotten Ruins [DU-34] and Ur specific champions using cards like the Arena of Dori the
Draxa [4th-32], this player's pool would be nearly unassailable Barbarian [IQ-3] or Blood Challenge [BR-c20]. The best use for
outside of combat, and pretty deadly in combat. Tyr will not Marius is to attach powerful combat cards to him, like the
show up in many tournament decks except those for single Wand of Orcus [AR-2] or even Blamblower [DL-56]. The
champion types, even with his usefulness. Remember his strongest combo thus far found with him involves using the
restriction against the Abyss outside of combat when building a Spellbook [AR-30] magic item with the spell Unnerving Aura
deck with him in it. [DL-60], allowing you to steal and corrupt any opposing
champion not immune to spells. Marius will find his way into
Cai, Amateur Dragonslayer may combat based undead decks, and even a few tournament
#11 of 100 quality decks.
AD&D
Hero Cúpula BSW 2015: Um campeão que seja derrotado por
5 Marius não é colocado no poço de seu controlador se ele tiver
Cai's bravado amuses dragons of base level 6 or higher. sido enviado para o Abismo, Limbo ou Void.
Before combat, the opponent rolls 1d10. If the roll is 3 or less,
the dragon returns to his pool laughing hysterically. The battle Shadow Drake
can continue with new champions. #14 of 72
Monster
Cai is a fairly worthless card. First off, it has no power unless 10
(1) the opposing player is using a dragon, (2) the dragon is has Ravenloft
a base level equal to or greater than 6, and (3) the opponent Dragon, Flyer, Earthwalker. Immune to harmful events. This
uses said champion against Cai. Even if all this happens, what champion and his allies may attack any Underdark realm,
does it earn you? A 30% chance that the dragon goes back to regardless of position or restrictions. Shadowdrake gains 5
its pool, and the opponent can choose a new opponent to face levels when facing an Underdark champion.
Cai. It is truly pathetic, and this card should never have been
made. This dragon is unique in many ways. First off, it is the first
dragon that is an earthwalker, making him very strong for an
The Chronomancer attacking dragon deck. He also is the only Ravenloft dragon,
#12 of 100 being a useful tool for a Ravenloft world deck when facing
Dark Sun cards that only support dragons. He is also immune to events,
Wizard working well for the Adkinson event domination theme. His
5 power to attack underdark realms is fairly inconsequential,
Players must ask the Chronomancer permission to get extra since all of them, before holdings, can already be attacked by
turns. Once you take a free turn or deny a free turn, at the him. However, moving the allies is nice. The Shadow Drake's
beginning of your next phase 3 choose an opponent. That last power is fairly weak, especially since he starts at out a
player immediately gains control of the Chronomancer as if it high level and Underdark champions aren't very common.
was their champion. Overall, this makes the Shadow Drake a decent card for many
theme decks, but not great, and not good enough for most
The Chronomancer is an interesting champion, but will find tournament decks, especially without the ability to use most
little real use in games. Currently, there are only two ways to support cards.
get free turns: Ancient Kalidney [AR-92] and Caravan [1st-
319]. Both of these can be delayed in use until you get the Hextor
Chronomancer into play, or can be played faster than others #15 of 72
can get the Chronomancer into play. If you do get to use the Monster
power (usually only by suprising someone with your hidden 20
pool), you have to give up the Chronomancer on your next Greyhawk
turn. As this champion has no innate abilities, and it would be Avatar. Two Greyhawk monster must be discarded to bring
foolish to load him up with attachements since he could easily Hextor into play. While in the pool, Hextor doubles the levels of
be m oved to another player, he is easy to kill by any player monsters of this player and make them immune to offensive
wanting to get an extra turn. All in all, he doesn't slow down a spells. Limit 1 avatar per pool.
game much, is very easily lost, and only effects two cards. This
silver bullet should be left in the ammo box and never loaded. Hextor is an interesting diety for a monster themed deck. His
high level makes him very dangerous, though his power
Marius doesn't affect him while he is in battle (since he would no
#13 of 100 longer be in the pool). While hiding in the pool, all monsters
Wizard controlled by his player have their adjusted level doubled when
8 they go into battle. Thus, a magic item attached to the monster
Ravenloft before battle begins has its level doubled; ie. The Storm Giant
Undead. Elf. Vampire. Any opposing champion who is [FR-81] with a Vorpal Blade [FR-56] (+3) is level 20 when
defeated by Marius becomes undead vampire champion, with entering battle. Also, all of the players monsters (including
no special powers, under the control of this player. May kill one Hextor) are immune to offensive wizard and cleric spells while
opposing ally during a combat where he is involved. Hextor is in the pool. However, the existance of only 13 non-
avatar greyhawk monsters, many of which not worth playing,
Marius is a champion for many theme decks. This champion is severely limits a player from using Hextor. Additionally, Hextor
an elf and undead (vampire) champion, and is affected by all does not protect from the most powerful and dangerous threat
cards targetting either attribute. Each round of combat, it may to a monster deck: Treasure! [1st-312]. These limitations and

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relatively weak power means that Hextor will rarely be seen in 5
decks, and only in those mostly built around him. Try to avoid Birthright
him if you can. Can use hero unarmed combat cards. Every time this
champion has an ally card played with him in battle, this player
Tummbutt, the Faerie Dragon may draw a card. This champion gains 2 levels for each ally
#16 of 72 currently in play.
Greyhawk
Monster The Warmonger is an outstanding champion for any deck
3 using many allies. First off, he can use blood abilities and hero
Tummbutt can be sent to Limbo at any time, allowing this unarmed combat cards, making him useful for any deck using
player to rearrange all attachments in one player's pool. All either ability. However, he really shines when allies are used.
attachments must still be legally attached. Tummbutt returns to When an ally card is played with the Warmonger, his player
his pool at the end of this player's next turn. may draw an additional card from his deck. This does not
include allies gotten from cards like the Axe of the Dwarvish
Tummbutt has unique power that can be useful for many Lords [AR-2] or the Ultimate Triumverate [TU-c6], since those
different situations. First off, Tummbutt can use his power at aren't ally cards, but does include allies recovered with cards
any time, which is very useful. He can be sent to Limbo to like the Staff of Conjuring [3rd-105], since an actual ally card is
reorganize all the attachments legally in any pool (an played. Cards that work well for this includes War Party [3rd-
opponent's or that of his player). Most often this will be used 54]. Additionally, using Gib Drawsemaj [NS-20] to copy his
on an opponent's pool to either spread all the magic items from power and a card that recovers allies like Dr. Mordenheim [RV-
one powerhouse around to several weaker champions, to take 99] or Skulker [DU-40] can be a major card drawing engine.
them off a champion with an undersirable power (like immunity Finally, he also gains 2 levels for each ally in play. This
or the power of Chernevik [4th-347, or as a preperation for includes his allies, his opponent's allies, and even allies in
another card (for instance, putting all the magic items on one people's pools (like Skull Tumor [DU-49]. This makes him a
champion, then casting Wish [FR-46] on that champion). All of good champion for moist extended formats or combat based
these uses, especially the later two, make him a decent choice varients, since any champion can use allies. Expect to see this
for a tournament deck. However, this won't happen all the champion in many different decks. The best ways to deal with
time, since he can cast no spells or use other support cards. this champion is either kill him in the pool (where he has no
Another good use of Tummbutt is to put him into combat immunities) or early in combat with an instant win card (before
defensively, then use his power, saving him and forcing he has a chance to use many allies).
another champion to attack. This should not be done while
attacking however, since the opponent would be able to draw Avatar of Osprem
spoils with Tummbutt leaving play. Overall, Tummbutt is not a #19 of 72
bad card that will find a niche in the tournament setting, but Monster
generally not so much if general fun games. 18
Greyhawk
Doppelganger Avatar. Discard 12 levels of swimming champions to bring the
#17 of 72 Avatar of Osprem into play. All champions and allies of this
Monster player become swimmers, and receive +4 to their base levels
4 when attacking. When attacking coastal realms, one opposing
AD&D ally is discarded per battle. This player's champions are not
At the start of each turn and/or before combat, this champion affected by card powers that target swimmers. Limit one avatar
can become any type of champion (regent, hero, thief, ect...). per pool.
Immune to offensive cards usable by his current champion
type. Osprem joins Tempest, Avatar of Zeboim [PO-44] and The
Seas Quess, Avatar of Zeboim [PO-78] and best choices for a
The Doppleganger is a very flexible champion who works very swimmer deck, so must be compared to them. First off, the
well in many combat settings. First off, the Doppleganger can Avatar of Osprem is harder to bring into play, since the others
change his champion type at the begining of each of his only require any cleric to be discarded. However, The Sea
player's turns (phase 0), which can be very useful for a deck Queen loses, since all it does is make all of this player's
with lots of support types, especially those used from the pool. champions swimmers and pull back a magic item, while the
He also has this option whenever he enters combat for any Avatar of Osprem adds more levels to all those swimming
reason, making him an instant killer against champions like the champions, hurts allies, and gives a twisted immunity.
Living Scroll [2nd-408]. This only includes champion icon types However, I'll take Tempest over those for two reasons; The
like cleric, wizard, and psionicist. He may not choose to be a first is that Tempest gives lots of immunities (spells, items, and
dragon, halfling, or elf. This morphing power has a very useful artifacts) to all swimming champions. This protects them more
additional power, as each champion type can give him than the Avatar of Osprem's ability which only protects against
immunity to certain cards until he changes form. This means cards that specifically state they target swimmers (like Stone
he can be immune to wizard spells (when a wizard), cleric Water [DL-78], but not Death Spell [1st-392]). Also, to bring out
spells (when a cleric), psionic powers (psionicist), thief skills the Avatar of Osprem, you need to already have swimmers. If
(thief), blood abilities (regent), hero unarmed combat cards you have swimmers already, why do you need to the power to
(hero), or offensive magic items or other cards only usable by turn them into swimmers. Additionally, general cards that
a certain type of champion (like immunity to the bonus of the specifically state swimmers can help or hurt a player using
Gen [IQ-72]). Since the Doppleganger may not choose to Tempest. The Avatar of Osprem stops card like the Tower By
become undead, a dragon, or a giant, he may not become The Sea [DU-33] from affecting his champions as much as
immune to unarmed combat cards useable only by those types nasty cards like Kank Lancers [3rd-255]. Since you would
of champions. This immunity flexability can be very useful always be able to use the support cards in your deck, and
when you find out the opponent's deck is focused around one most opposing decks don't carry many swimmer stoppers. A
support or icon type. This flexability shows makes the better combo to get the same effect is Song of the
Doppleganger fitting for many different decks, and thus will Dragonlance [DU-25], which allows your champions to swim as
show in many different tournament and fun games. needed (in other words, only when you want them to, and not
when most of the nastiest swimmer killers are played) with
Tempest. Also, it should be a given that this card would only
The Warmonger
be fore a fun swimmer deck, since there are much nastier
#18 of 72
Monster

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avatars to use, and this card requires to many swimmers for a the ally regardless of any restrictions (Rule of Cosmos, world,
non-swimmer deck to use. race, etc.). If discarded, all cards with the same name as card
on the Henchman are discarded also.
Lurker Above
#20 of 72 This wonderful card features the character of Nodwick, done
Monster by the very skillful artist Aaron Williams. First off, this ally may
3 be played only in battle legally, but thereafter, stays with the
AD&D allied champion until discard is forced. Interestingly, in battle
Can only defend. Attackers below base level 8 mistake the and after, magic items may be attached to either the
Lurker Above for the ceiling and are surprised. The opponent Henchman or his allied champion. Magic items and artifacts of
rolls 1d10. If the die roll is greater than attacker's base level, any sort can be attached to the Henchman, regardless of what
the attacker is discarded. The Lurker Above is immune to the artifact or magic item says. The main reason to do this is
cards that specifically harm monsters. that is the last line of the henchman's power; if the henchman
is discarded (including sent to the Abyss or the Void), all
The Lurker Above is severly limited by the fact it can never be copies of all attachments to him are also discarded. This
used to attack, only defend. Additionally, it has no special means you should use magic items you expect opponents to
powers aside from its weak immunity (if the card doesn't use (often including cards like the Bag of Holding [AR-28] or
precisely say monsters, the immunity is worthless) if the the Ring of All Seeing [4th-171]) on the Henchman. This way,
attacking champion is base level 8 or above. However, it has a your oppoent will only try to destroy Nodwick if he is willing to
chance to beat any opposing champion of base level 7 or less give his own cards up. This will let the Henchman find his way
as long as it's power doesn't kill it first (since attackers' powers into major tournament decks (which often seem to be magic
activate first). These odds are not bad (30% versus a base item or artifact heavy). The best way to deal with the
level 7 champion, 50% versus a base level 5, and even better Henchman is not to let him into play (discarding him from the
for lower level champions), especially considering the rule that hand or deck early) or to destroy him quickly before he gets
every 0 on a d10 roll counts as a 10. This instant defeat power attachments matching any of yours. Also, if you happen to play
can be enhanced by using cards like Rigged Dice [MI-22] (to very light on magic items and artifacts, or use ones that are
support more instant kills) or Wand of Enemy Detection [IQ-61] rarely seen in tournaments, leave the Henchman alone. He is
to allow the Lurker Above to use its power first in combat. The likely to annoy other opponents more than you, and save you
best way to defeat the Lurker is to kill it before combat (not both the effort and from being the target of that opponent's
hard to do to a level 3 champion with almost no immunity), to firepower.
place dice games with cards like Rigged Dice or Louie the Pit
Boss [MI-74], or simply attack with champions of base level 8 Servants of Faith
or higher. Being an instant defeat champion, this card will see #23 of 72
action in both serious tournament decks and fun decks (I Ally
mean, seriously, who doesn't love rolling dice). +6
Can cast priest spells. May be attached to a cleric in pool
Piranhas during phase 3. While attached to a cleric, than the champion's
#21 of 72 base level is doubled. This ally cannot be forced to change
Ally sides during combat, and returns with the cleric in a victorious
+1 combat.
Hide this ally under a realm indicating water and reveal when
an attack occurs. The opponent rolls 1d6. If the number is This ally works well for cleric themed decks. Firstly, this ally
even, the attacking champion and the piranhas are discarded. may cast cleric spells. Note that this is not the same as
The piranhas cannot be discarded through combat by any allowing the attached champion to cast cleric spells, which is
means, and remains with the realm until its power is useful when facing cards that strip abilities away from
successful. opposing cards. Additionally, this card gains a lot more when
attached to a cleric. The attached cleric doubles its base level,
Piranhas can not be played into combat in a normal way. which can be very effective with cards like Nemon Hotep [NS-
Strangely not a swimmer, this ally is placed under any realm 67], can never be forced to change sides during combat, and
that shows any water; this includes realms that aren't coastal, returns with the attached cleric if that cleric was victorious in
but do show a river or lack, so even a few Dark Sun realms battle. All this plus the ally's significant +6 bonus makes this a
may use this ally. The ally is placed during phase 3. When the solid card for any deck based on clerics. This ally can still be
realm is attack, this ally is revealed. It must be revealed when discarded normally in battle, so any type of ally destruction
an attack happens, even if it would have no effect. Then, there works very well to counter the servants of faith. Because of this
is a 50-50 chance the opposing champion will be discarded and strong theme support, the Servants of Faith will rarely be
through the Piranha's power. If the power isn't success, it waits seen in tournaments, but will see lots of play in fun holy decks.
to try to feed again on the next champion put forward. If this ally returns with a cleric champion to the pool, it can cast
Generally, it will succeed by the third champion sent forward cleric spells from the pool without risking any of your
(87.5%), not accounting for allies immune to ally powers or champions to Spell Turning [1st-398].
adjusting the dice rolls. This power is fairly strong, and will be
popular for some players. However, its limitations (only Chain Master
defensive, can die with realms without use, not always #24 of 72
succeeding) will keep the top decks from using it (especially Ally
since it is currently popular to destroy realms from a distance), +9
and it won't often get used in fun games and generally instant When played, immediately discards all allies of level 5 or
defeats aren't that fun. However, for a nasty suprise and a higher. While the Chain Master is in play, no further allies may
somewhat effective destroyer, it isn't bad and should be be played.
considered for decks with mostly realms that can house them.
This ally is the ultimate trump in game featuring ally battles.
Henchman With a large +9 bonus, it is one of the highest icon bonus
#22 of 72 allies. When it is played, it discards all other allies of level 5 or
Ally higher in play (on both sides of combat and in pools). Further,
+2 no more allies of any level can be played while the Chain
Once played, this ally remains with the attached champion. Master is still in play. Usually, this only means to the end of the
Any number of magic items and artifacts may be attached to round of combat, but if somehow kept in play (by cards like

Chaos Online - Página 391


Azalin [RV-82]), this ally is an ultimate ally stopper for as long every turn or be discarded regardless of special
as it stays in play. This can be very effective for decks built on powers. (Off/3)
other themes like combat spells, since you effective prevent
the play of any allies against you. The biggest weakness of this Oil of Impact
power is that it also restricts the ally's owner. Thus it should #30 of 72
only be used in ally decks as a last trump card to play (since it Magic Item
may hose your allies), or more likely, in a deck that hates All other attached magic item and artifact weapons are tripled
allies. For this reason, the Chain Master will see play in in icon bonus. (Def)
tournaments of all kinds and many fun games. Just be careful
when you use it that you hurt the opponent more than yourself.
Oil of Fumbling
The best defense for this card is any way to kill it in battle
(aside from allies) since it has no defensive powers, or major #31 of 72
ally stoppers like Mist Wolf [1st-175]. Magic Item
-4
Attach to any champion in any pool. The attached champion
Divination
discards all other magic items and artifacts currently attached
#25 of 72 to him, and may not play any more until Oil is removed. May
Cleric Spell be dispelled by any dispel spell (Off)
Castable at anytime. Search your draw pile for any rule card.
Put that card into play then discard the casting champion and
Oil of Disenchantment
this spell to the abyss.
#32 of 72
This card just screams out for combos. Able to be cast at any Magic Item
time (including other people's turns), it should be saved either Discard from the pool to the Abyss to send any magic item to
to work with your combo (like A Sure Thing [NS-74] just before the abyss, or any artifact to the discard pile. (Off)
you play your Vorpal Blade [FR-56] or The Fates [BR-c23]) or
to disrupt another player's combo (like using it just after an Potion of Alter Self
opponent plays A Sure Thing). You can search for any Rule #33 of 72
Card in your deck, and should only be used to pull off a Magic Item
specific combo or for a foundation card for a deck, such as +1
Negative Planar Energy [NS-73], Taxation! [BR-c18], or Event Discard from the attached champion at any time to make the
Wheel [4th-497]. This awesome power comes with a major attached champion a flyer; or swimmer; or earthwalker; or may
drawback; the casting champion must immediately be sent ot change champion type. The potion's effect lasts for 1d4 turns.
the Abyss with this spell. The best way to get around this
penalty is with the Throne of the Mountain God [4th-510], Nectar
which means that both cards go to limbo and return on your #34 of 72
next turn. This defensive spell may be dispelled in any regular Magic Item
way, and a deck counting on the spell working needs to find a Discard to the abyss during your phase 3 to give your
way to defend against this. If the spell is dispelled, the casting champion +1d6 levels and can only be killed in combat by an
champion and spell don't go to the Abyss, since that was an opponent's action. If the same champion discards Ambrosia to
effect of the spell and not listed as a cost. the abyss, your champion cannot be discarded from your pool
by any means and becomes an avatar. Limit one avatar per
Chant pool.
#26 of 72
Cleric Spell Ambrosia
+8 #35 of 72
Castable only by clerics. The champion is immune to offensive Magic Item
magic items and spells. If the caster wins a round of battle, the Discard to the abyss during your phase 3 to give your
spell may be used by each champion for the duration of the champion +1d6 levels and can only be killed in combat by an
combat. The spell is then reshuffled into the draw pile. If the opponents actions. If the same champion discards Nectar to
cleric loses the round, the spell is sent to the abyss. the abyss, your champion cannot be discarded from your pool
by any means and becomes an avatar. Limit one avatar per
Watahh! pool.
#27 of 72
Unarmed Combat Card Potion of ESP
+2 #36 of 72
Played at any time during combat, this player can choose to Magic Item
discard any 2 cards of the opposing player's force (excluding When discarded from the pool, opponents must then play with
the champion), or to deflect the special power of any just their hands face up for 1d4 turns OR send the potion to the
played card back at the opposing player's force before it Abyss to discard one card from each opponent's hand. (Off)
activates. (Off)
Potion of Heroism
Know What You Are Hiding!!!
#37 of 72
#28 of 72 Magic Item
Psionic Power When discarded from battle, the champion gains 3d4 levels
While this power is in play, all players must keep all pools face until the end of the current turn. (Def)
up regardless of immunities. This power lasts until dispelled.
(Off/3)
Potion of Invulnerability
#38 of 72
Curse of Wolves Blood
Magic Item
#29 of 72 +2
Blood Ability Discard from attached champion at any time. To make this
Play on any non-Werebeast champion, the champion becomes champion is immune to all offensive magic items and artifacts
a Werewolf immune to magical items of less than + 4 for 1d4 turns.
enchantment. However, the attached champion must attack

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Potion of Undead Control Blackjammer's Cutlass
#39 of 72 #48 of 72
Magic Item Artifact
May be discarded from battle to summon any undead +6
champion from any pool as an ally. If champion is defeated or AD&D
discarded, then the undead goes to owner's discard pile. May be attached to a champion of any world. This champion
is now considered worldless, but gets a world bonus in any
Potion of Super-Heroism combat over a realm. While in combat, this champion is
#40 of 72 immune to artifacts attached to a champion from a world
Magic Item different from its own.
May be only used by Heroes. When discarded from battle, this
hero gains 5d6 levels and is immune to offensive unarmed Nuclear Free Zone
combat cards until the end of the current turn. #49 of 72
Event
Potion of Glibness All spells, psionic power, and event cards that can discard a
#41 of 72 realm are sent to the Abyss from all hands, discards or draw
Magic Item piles, regardless of any immunity or special power. Each
When discarded from combat, retrieve any one thief skill from player may then draw a card for each card sent to the
the discard pile directly to combat. (Def/4) Abyss. This event may only be negated; it cannot be calmed
by individual players. (Harmful)
Potion of Healing
Shapeshifters Invade!
#42 of 72
Magic Item #50 of 72
When discarded from battle, any non-undead, non-werebeast Event
ally in the discard pile or Abyss may be immediately played Until the end of this player's next turn, all players can ignore
into battle. (Def) the Rule of Cosmos in regard to champions. All duplicate
champions in play when this event expires fight their
“duplicate” to see which champion stays in play. (Harmful)
Loaf of Smiting
#43 of 72
Planar Refugee
Magic Item
+2 #51 of 72
Weapon. Negates icon bonus of 1 offensive magic item use Event
by opponent. Roll 2d10. If either die roll comes up with a 0, Target champion has his world designation changed to event
opponent is knocked out and is put under the attacked player's choice. Lasts until negated or discarded. (Harmful)
realm. If doubles are rolled, the loaf breaks and is immediately
discarded. If 00 is rolled, the champion is sent to the Spanish Inquisition
Abyss. Knocked out champions return to their pools when the #52 of 72
realm is razed or discarded. (Off) Event
All champions able to cast cleric spells are sent to limbo until
Badge of Honour the end of the owner's next turn. (Harmful)
#44 of 72
Magic Item Blackjack
The attached champion is considered an adventurer for the #53 of 72
purposes of card play. (Def) Event
Play during a round of battle. Each player plays 21, discarding
Fork of Defence a card from the top of the draw pile and tallying the last digit for
#45 of 72 each card 'dealt'. They may 'hit' as many times as
Magic Item desired. The player closest to 21 (with out going over) wins
+5 the battle, all cards are discarded regardless of game play. If
This charmed eating utensil allows a defender to block the use both players tie the battle is over with no victor, all cards are
of any swords. Their bonuses are negated as well as any still discarded. (Harmful)
powers they have. (Def)
False Sense of Security
Bag of Devouring #54 of 72
#46 of 72 Event
Magic Item Roll 1d4. All immunities are cancelled, including immunities to
-2 events, for that many turns. This event may only be negated; it
This bag may be sent to the void from the hand or pool at any cannot be calmed by individual players. (Harmful)
time to send all other "bag’s in play to the abyss, regardless of
immunities. (Def) Burned at the Stake
#55 of 72
Metal Detector Event
#47 of 72 Play on any champion that does not have the ability to cast (ie.
Artifact Hero, Monster, etc) just after they cast a spell. That champion
+1 is sent to the Abyss or the player may discard 3 cards, at
AD&D random, from hand to save the champion. (Harmful)
Can only be attached to any champion of level 5 or less. Once
per turn, this artifact can be used to move a card from the High Tide
discard pile, chosen at random, to the owner's deck. The deck #56 of 72
is then shuffled. Rule Card
Played at the beginning of this player's turn, this card is not
discarded. It affects all players and remains in effect until
another rule card is played. All swimmers can attack any

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realm regardless of position or restriction. All swimmers gain any card that an opponent has in play that prohibits said cards
+3 to their base levels. from being played. If this dungeon leaves play, any cards that
prohibit card play are sent to the abyss.
Welcome to the Dojo
#57 of 72 Raistlin's Library
Rule Card #65 of 72
Played at the beginning of this player's turn, this card is not Dungeon
discarded. It affects all players and remains in effect until Whenever this player casts any spell, roll 1d10. On a roll of 1-
another rule card is played. This card is immune events and 4, the spell may not be turned or retargeted. On a roll of 5-8,
the wish spell. Unarmed combat cards are reshuffled into the the spell may not be dispelled. On a 9-0, the spell is
draw pile after use. retargeted at a legal target that this player owns.

Keep it on the Battlefield The Pack


#58 of 72 #66 of 72
Rule Card Dungeon
Played at the beginning of this player's turn, this card is not All of this player's champions are afflicted with lycanthropy and
discarded. It affects all players and remains in effect until are considered were-beasts who are immune to offensive
another rule card is played. The Weasel Attack! Event cannot magical items of less than +4 enchantment, while this dungeon
be played. Cards in play but not in battle cannot affect a battle. card is in play.
Cards involved in battle can only affect other cards in the
battle. Powers that take effect after a battle has ended can Amish Nick's Farm
only target the cards that were involved, the attacked realm, or #67 of 72
the players involved. Realm
AD&D
Logistics One holding of each world may be attached to this realm. If
#59 of 72 this realm is razed or discarded, all attached holdings are
Rule Card reshuffled into their player's draw pile.
Played at the beginning of this player's turn, this card is not
discarded. It affects all players and remains in effect until Picque Moi
another rule card is played. While this rule card is in play, #68 of 72
realms which place restrictions on attacking card types or force Realm
cards to be discarded to attack have these conditions placed AD&D
on defenders instead. Underdark. This realm may have any holding attached and
must be the first targeted in the formation by cards played
Rain of Colorless Fire outside of combat.
#60 of 72
Rule Card The Desolation
Played at the beginning of the player's turn, this card is not #69 of 72
discarded. It affects all players and remains in effect until any Realm
other rule card is played. All events, spells, and psionic Dragonlance
powers that cause the razing/discarding of realms outside of Attacking champions lose 4 base levels. If this realm is razed
combat now come with a cost. To play the spell, event, psi or discarded, no spoils of victory are drawn for it.
power a card of the same type must be discarded. If the
player can not discard a similar card type then the initial card
Mountain Lookout Tower
can not be played.
#70 of 72
Holding
Speed Kills
AD&D
#61 of 72 May be attached to a realm showing mountains of any
Rule Card world. Any flyer defending the attached realm has their
Played at the beginning of the player's turn, this card is not attachments activate first during combat, and may play one
discarded. It affects all players and remains in effect until any card into combat first, regardless of who is winning the battle.
other rule card is played. When a player draws the last card of
their deck, the discard pile is NOT reshuffled to make a new
Darkmoon
draw pile. The special powers of all cards that return or
reshuffle cards from the discard pile to the draw pile are #71 of 72
negated. Holding
5
Ravenloft
King of Nothing
Each attacking champion must roll 2d10. If it is doubles, the
#62 of 72 attacking champion is discarded, if not the champion attacks
Dungeon normally. Can defend the realm as a level 5 monster champion
All of this player’s blood abilities gain an additional bonus (dragon).
equal to the current number of cards in this player's hand.
Not So Fast
Cloud Giant's Castle
#72 of 72
#63 of 72 Holding
Dungeon AD&D
This players Giants may attack any realm, regardless of This card can not be included in a deck that has The Caravan
position or restriction. or Good Fortune. May be discarded from the hand or
formation when an opponent attempts to draw extra cards
Playing Fair (other than spoils), rebuild a realm, or attempts to take an extra
#64 of 72 turn. If discarded in this manner, cancel that action.
Dungeon
This player can play any card from any set/series regardless of

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Cúpula BSW 2015: Ao responder a uma tentativa do Not so Fast não pode afetar eventos protegidos pela dungeon
adversário de comprar cartas extras, reconstruir um reino ou Azure Tower of Onad the Fallen (24/DU).
jogar um turno extra, Not So Fast afeta apenas a ação de
comprar cartas extras, reconstruir um reino ou jogar um turno Cúpula BSW 2016: devido à enorme dificuldade em oferecer
extra. Caso a carta respondida tenha outros poderes, eles uma resposta ao poder desta carta, seu poder deve ser
funcionam normalmente. ativado apenas se ela for descartada da formação.

Ao responder uma das ações acima descritas, a fortaleza


nega a ação afetada

Chaos Online - Página 395


Glass Golem Castable only by clerics. The corruption runs so deep that the
1/81 targeted non-avatar champion loses their immunity to offensive
Ally spells and is sent to the Abyss. The casting cleric is sent to
8 Limbo for 1d6 turns. (Off/3/4)
AD&D
Counts as a magical item. All spells cast at this golem (and the Cúpula BSW 2021: Como o lançador é enviado para o Limbo,
attached champion) are reflected back at the caster. If conforme a literalidade da carta, e como o custo para uso de
defeated in combat, it shatters, sending the victorious seu poder acontece concomitantemente ao efeito de enviar o
champion to the discard pile. If defeated in combat as an ally, it campeão para o Abismo, o lançador não pode ser alvo do
returns to pool as a level 8 monster. redirecionamento de Corruption of Soul.

Stone Golem Earth to Earth


2/81 8/81
Ally Cleric Spell
AD&D
6
AD&D Castable only by clerics. If cast immediately after a realm is
Earthwalker. Counts as a magical item. Immune to offensive razed or discarded, the realm remains in the formation,
unrazed. The casting cleric is then sent to the Abyss. (Def)
spells. If defeated in combat, all spells in all discard piles are
sent to the Abyss. If defeated in combat as an ally, it returns to
pool as a level 6 monster. Extension II
9/81
Wood Golem Wizard Spell
3/81 AD&D
Can be cast only during combat to make a phase 4 spell
Ally
5 without a duration last for that entire phase 4. All of this
AD&D player's champions involved during the combat gain the level
bonus and special powers of the extended spell immediately
Swimmer. Counts as a magical item. Immune to blood abilities
and thief skills. If defeated in combat, all artifacts in play are upon entering battle. (Def/4)
sent to the discard pile. If defeated in combat as an ally, it
returns to pool as a level 5 monster. Burning Hands
10/81
Sand Golem Wizard Spell
3
4/81
Ally AD&D
6 Fire spell. The opposing champion has his hands burned,
preventing him from casting spells and using thief skills. Stays
AD&D
Earthwalker. Counts as a magical item. Immune to magic with the opposing champion until the champion is discarded or
items of less than +6 enchantment. If defeated, all magic items this spell is dispelled. (Off/4)
in play are sent to the Abyss. If defeated in combat as an ally,
it returns to pool as a level 6 monster. Delayed Fireball
11/81
Coral Golem Wizard Spell
5/81 AD&D
Ally Cast on a player's pool. When that player reaches phase 5 of
his next turn, roll 2d6. All champions of less than the rolled
5
AD&D level are sent to the discard pile. (Off/3/4)
Swimmer. Counts as a magical item. In combat, discards any
one opposing swimming ally. If defeated in combat, Tampering
attachments on all non-swimming champions are discarded. If 12/81
defeated as an ally, it returns to pool as a level 5 monster. Thief Skill
AD&D
Bone Golem Playable only after a champion activates a magical item to use
its effects during phase 3. Instead of working, the champion
6/81
Ally and the magical item are sent to the Abyss regardless of card
4 play and immunities. (Off)
AD&D
Counts as a magic item. Immune to the power of undead False Arrest
champions. If defeated in combat, all undead champions and 13/81
allies in all discard piles go to the Abyss. If defeated as an ally, Thief Skill
it returns to pool as a level 4 undead monster. AD&D
Can be used by any champion. Arrest (send to Limbo) any
Corruption of Soul champion who has at least one attachment for 2d6 turns. At
7/81 the start of that player's turn, the champion may pay a fine
Cleric Spell (discard all attachments) to return to their pool. (Off)
AD&D

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Assassination! Unarmed Combat Card
14/81 AD&D
Thief Skill Raises this champion’s adjusted level to one greater than the
AD&D level of the opposing champion. If played immediately after
Usable only by a thief. No champion is safe (immune) from 'Ambush' (152/4th), both cards are shuffled back into the
Assassination! Discard any one champion in play and the thief player's draw pile after the battle instead of being discarded.
using Assassination! (Off/3) (Def/4)

Bribe Humiliation
15/81 23/81
Thief Skill Unarmed Combat Card
AD&D AD&D
Play when a champion attacks this player. The attacking player Play on any champion in play. He is so humiliated that he
may choose to continue the attack, or place the top 3 cards of hides under any realm in that player's formation and cannot
his draw pile off to the side and put them into his hand during take any action. He is the first to defend this realm and is
the NEXT phase 0 and immediately move to phase 5. (def) brought back into play, if victorious. If the realm is
razed/discarded outside of combat, he returns to the pool.
(Off/3)
Framed!
16/81
Blood of Azhul
Thief Skill
AD&D 24/81
Play only when one of your champions is targeted by any Blood Ability
action by an opponent. Choose another champion in any AD&D
player's pool, that champion is now the target of the action and The user may attack again until the realm is razed as long as
is affected regardless of special abilities or immunities. (Def) each previous round of the battle was a victory for the user.
(Def/4)
Raise!
Gatekeeper’s Lost Foon
17/81
Psionic Power Card 25/81
AD&D Magic Item
Can only be played during another player’s phase 0. This 4
power can rebuild a razed realm, which does not count AD&D
towards victory conditions until the end of the current turn. The Counts as a spoon and a fork. While in play, cards cannot
using champion cannot attack or defend realms until the end leave the Abyss. (Def)
this player's next turn. (Def)
Kinetic Armor
Destroy Thought 26/81
18/81 Magic Item
Psionic Power Card 5
AD&D AD&D
Play this card after an attack is declared on one of your Not usable by thieves or wizards. Turns offensive unarmed
realms. The attacking champion returns to the pool an cannot combat cards back at the user. Can be played in combat to
attack or defend until this power is dispelled. (Off) turn a just played unarmed combat card. (Def)

Domination Mace of Blood Drain


19/81 27/81
Psionic Power Card Magic Item
AD&D 4
Play on a champion in an opposing player’s pool and place AD&D
that champion into your pool. The affected champion may not Weapon. +8 if used by any undead. May be attached at any
act while this power is in play. (Off/3) time to a champion to absorb any blood ability as it is played.
The blood ability is then put under this card and its bonus is
added to the mace. (Off)
Finishing Move
20/81
The Apocalypse Stone
Unarmed Combat Card
AD&D 28/81
Useable by any champion. Play only if you have just won a Artifact
round of combat. You may continue to play cards into the AD&D
battle. If at any time your champion’s level is at least double Can only be attached to any realm. If this realm is razed or
that of the opposing champion, you may send the opposing discarded outside of combat by another player, 1d4 of the
champion (and all attached cards) to the Abyss (regardless of opposing player's realms are instantly razed.
special powers) and draw a card. (Off/4)
Palace of the Battle Lord
Thwap! 29/81
21/81 Dungeon
Unarmed Combat Card Dark Sun
AD&D In combat, this player's heroes can only be defeated by total
May only be played by a giant with an attached magical item or levels or cards that cause the battle to end without a victor.
artifact. The opposing champion is squished into goo, going
directly to the Abyss. (Off/4) All Hail the King!
30/81
Concussing Blow Dungeon
22/81 Birthright

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In combat, this player's heroes and regents are doubled in 38/81
base level and cannot be stripped of their special powers by Event
any other card. AD&D
No thief skills maybe played for 1d4 turns. (Harmful)
The Adventure Path Breath to Death
31/81 39/81
Dungeon Event
AD&D AD&D
All of this player's adventurers can use thief skills and any The player of this event rolls 3d10. Every player must discard
unarmed combat card. at least that many levels of champions from their pool.
(Harmful)
The Sands of Time Freeze
32/81 Underground Railroad
Rule Card 40/81
AD&D Event
Played at the beginning of this player's turn, this card is not AD&D
discarded. It affects all players and remains in effect until any All of this player's allies are considered earthwalkers until the
other rule card is played. All cards (except rule cards) with a end of this player's next turn. (Helpful)
stated duration cannot be played, any already in play when
this rule card is played are discarded regardless of any Double Up
circumstances. 41/81
Event
Unified Universe AD&D
33/81 Play immediately after a card that calls for a dice roll. All
Rule Card players who are rolling dice must now roll 2 times, and add the
AD&D totals together (1d4 becomes 2d4, etc.). (Helpful/Harmful)
Played at the beginning of this player's turn, this card is not
discarded. It affects all players and remains in effect until Tag Team
another rule card is played. The world designation of all cards 42/81
in play is changed to AD&D. Event
AD&D
The Grim Harvest This player can now assist any player currently in combat as if
34/81 it were his phase 4. If played during this players combat, the
Rule Card player may use any champion in any pool as an ally who is
AD&D reshuffled into their owner's draw pile at the end of combat.
Played at the beginning of this player's turn, this card is not (Harmful)
discarded. It affects all players and remains in effect until
another rule card is played. All players must attack on their Tactical Retreat
turn or discard a card from their pool. All realms can be 43/81
attacked, regardless of position, restrictions, or holdings. Event
Champions defeated in battle go to the Abyss. AD&D
This player's champion retreats, leading the opposing
What Madness is This?! champion into an ambush. Battle starts over retaining only
35/81 allies, magical items, and artifacts. This player can then
Rule Card discard any one card attached to the opposing champion.
AD&D (Harmful)
Played at the beginning of this player's turn, this card is not
discarded. It affects all players and remains in effect until Romeis Gianthammer
another rule card is played. This rule card is immune to events 44/81
and the Wish spell. Phases 0-5 of each player's turn are now Hero
played in reverse order. When first played, the player's phase 6
becomes phase 5. Greyhawk
Giants in combat with Romeis are discarded. If Romeis and
Cannon Fodder Tergoz Tenhammer are in play, all Greyhawk champions are
36/81 immune to the special powers of opposing non-Greyhawk
Rule Card champions.
AD&D
Played at the beginning of this player's turn, this card is not Dungeon Master
discarded. It affects all players and remains in effect until 45/81
another rule card is played. Only the lowest adjusted level Hero
champion eligible for combat may be used in battle. 13
No world
Blessed are the Meek When in pool, the controlling player has their dungeon put into
37/81 Limbo until the Dungeon Master leaves his pool. While in play
Rule Card all players must ask the dungeon master permission to use the
AD&D powers of their dungeons.
Played at the beginning of this player's turn, this card is not
discarded. It affects all players and remains in effect until
another rule card is played. While in play, all champions have Gib Occav
their base level changed to 10 minus their printed base level. 46/81
Hero
7
Sheriff’s in Town Forgotten Realms

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Can cast wizard spells, immune to harmful events. When in 54/81
combat, Gib Occav can use any one legally playable card from Cleric
any discard pile. The card, when discarded, is reshuffled back 6
into its owners draw pile. Greyhawk
Ecneps the Bounty Hunter Elf. Immune to harmful events. All chase cards and the
47/81 Wealthy Oriental Vassal lose their special powers.
Hero
10 Cúpula BSW 2021: Quando Chase Hunter entra em jogo,
Dark Sun cartas que normalmente não ficam em jogo, como magias e
Can use psionic power cards. During any battle that Ecneps is aliados são descartadas, pois elas não permaneceriam em
winning (before the opponent can play another card), he can jogo se não fosse seus respectivos poderes especiais.
choose to end the battle. He then escorts the opposing
champion to jail (both champions go to Limbo) for 1d4 turns. Lady Marie
Combat can continue with new champions. 55/81
Cleric
Gib Igoy 2
48/81 Forgotten Realms
Hero Flyer. While in play, all players may have up to 3 avatars per
8 pool, regardless of restrictions. If she leaves play, players must
Forgotten Realms discard any extra avatars.
While in play, all players must skip phase 3 of their turns.
When first played, this player’s phase 3 ends. Cleric
56/81
Weredragon Cleric
49/81 5
Hero No world
3 Immune to the Rule of the Cosmos. If this champion is to be
Dragonlance sent to the discard pile or Abyss through any means other than
Werebeast. Between 6 PM and 6 AM, this champion becomes losing combat, place into Limbo instead. This champion
a level 10 flying dragon monster who is immune to all cards returns at the beginning of the player’s next turn.
with no icon bonus.
Son of Tasselhoff
Hero 57/81
50/81 Thief
Hero 2
5 Dragonlance
No world Halfling (Kender). Magical items attached to this champion
Immune to the Rule of the Cosmos. If this champion is to be may not be discarded, even by this player. Tasslehoff Burrfoot
sent to the discard pile or Abyss through any means other than must attach items from the discard pile to his son instead of
losing combat, place into Limbo instead. This champion himself, even if he is in another pool.
returns at the beginning of the player’s next turn.
Thief
Krijeydif 58/81
51/81 Thief
Regent 5
9 No world
Birthright Immune to the Rule of the Cosmos. If this champion is to be
Can use any unarmed combat card. Only blood abilities and sent to the discard pile or Abyss through any means other than
unarmed combat cards that have an icon bonus can be played losing combat, place into Limbo instead. This champion
against Krijeydif. returns at the beginning of the player’s next turn.

Regent Gib Sinned


52/81 59/81
Regent Thief
5 8
No world Dragonlance
Immune to the Rule of the Cosmos. If this champion is to be While this champion remains in play, Menzo, Caer Allison, and
sent to the discard pile or Abyss through any means other than Ancient Kalidnay do not count as realms for the purpose of
losing combat, place into Limbo instead. This champion victory.
returns at the beginning of the player’s next turn.
Pawnmaster
Gib Suan 60/81
53/81 Thief
Regent 9
9 Birthright
Birthright Once per turn, this player may place a card from hand into the
Being a control freak, all players must ask Gib Suan Abyss to negate the special power of a champion in play until
permission to begin their turns (the turn cannot be prevented the beginning of this player's next turn.
by this permission). If they don’t ask, this player may send any
champion in that players pool to Limbo. Cúpula BSW 2016: o poder deste campeão pode ser ativado
apenas durante o passo 3 do turno de seu controlador,
conforme a Cúpula BSW 2013, ao contrário do que ocorre
com o poder de Vaerhirmana, por exemplo, que possui uma
Gib Remuab, the Chase Hunter
complementação de significado no próprio poder da carta.

Conquest Online - Página 399


69/81
Dalamar Realm
61/81 AD&D
Wizard Golem champions may defend this realm twice before being
6 discarded. When this realm first comes into play, this player
Dragonlance may either search his deck for any golem card, show it to all
Elf. Wizard of the Black Robes. Gains 3 levels between the players and put it into hand, or shuffle all golems from his
7pm and 5am. When played, this player may go through his discard pile back into his deck.
draw pile and retrieve and play Mordenkainen and/or Elysium
Elminster. 70/81
Realm
Wizard 12
62/81 AD&D
Wizard Can defend itself as a level 12 hero, which can use cleric
5 spells and blood abilities. If this realm is attacked, the defeated
No world champion goes to Limbo. If this realm is razed, it cannot be
Immune to the Rule of the Cosmos. If this champion is to be rebuilt, it goes to the Void and no other player can put Elysium
sent to the discard pile or Abyss through any means other than in play again this game.
losing combat, place into Limbo instead. This champion
returns at the beginning of the player’s next turn. Gehena
71/81
Zakhata, the False God Realm
63/81 13
Monster AD&D
? Can defend itself as a level 13 monster, which can use wizard
Ravenloft spells and thief skills. If this realm is attacked, the defeated
Zakhata's base level is equal to the total levels of avatars in champion is sent to the Abyss. If this realm is razed, it cannot
play. Avatars have no powers as long as Zakhata remains in be rebuilt, it goes to the Void and no other player can put
play. Gehenna in play again this game.

Mistress of Destruction The Shackled City


64/81 72/81
Psionicist Realm
6 7
Dark Sun AD&D
If this champion razes a realm in phase 4, she may psionically Can defend itself as a level 7 Hero. After a successful defense
raze an additional realm anywhere in play instead of drawing of this realm, one enemy ally, chosen by the defending player,
spoils. remains with the realm. It is used in the next defense of this
realm, and is discarded afterwards.
Psionicist
Castle Strahd
65/81
Psionicist 73/81
5 Realm
No world 7
Immune to the Rule of the Cosmos. If this champion is to be Ravenloft
sent to the discard pile or Abyss through any means other than Cannot be attacked by flyers or clerics. This realm strips any
losing combat, place into Limbo instead. This champion special movement requirements (swimmers, flyers, etc.) from
returns at the beginning of the player’s next turn. any realm that this players Ravenloft champions or allies
attack. Undead vampire bat allies help to defend this realm
each round it is attacked.
Realm
66/81
Front Lines
Realm
No world 74/81
Immune to the Rule of the Cosmos. Cannot be discarded from Realm
formation outside of phase 4. AD&D
Front Lines must be placed as the lead realm, replacing the
current lead realm whether razed or not. Can only be
Blode
discarded during any phase 4. While this realm is in play this
67/81 player may have a 2nd phase 4 if a spoils of victory is gained
Realm by razing a realm during the 1st phase 4.
Dragonlance
Cannot be attacked by swimmers. Defenders of Blode fight
Maerimydra, City of the Spider Queen
with such tenacity that opposing allies less than +3 can not be
played. One defending ally (even if stolen) of this player's 75/81
choice remains with this realm. Realm
Forgotten Realms
Underdark. Can only be attacked by earthwalkers, Forgotten
Tanith
Realms champions, or Underdark champions. Champions
68/81 defending this realm may use cleric spells.
Realm
Dragonlance
The Frozen Forest
Cannot be attacked by earthwalkers. Tanith's defenders are
immune to the special powers of heros and allies 76/81
Realm
Forgotten Realms
The Mad Scientist's Secret Lab

Conquest Online - Página 400


A bitter cold emanates from this realm, stripping all champions Civil War
in play of any protection granted by the special powers of 80/81
realms. Holding
AD&DThis holding may be attached to any realm in any
The Wetwoods player's formation. The attached realm loses all powers while
77/81 this holding is attached. Defenders of the attached realm
Realm subtract 2 from their base level. Allies cannot be used in
Forgotten Realms defense of this realm.
The swamps of the Wetwoods keep their dead. Defeated
champions and allies go to the Abyss. Attached magical items Mercenary's Guild
and artifacts remain with the realm can be used, if legal, by the 81/81
next defender and are discarded if the realm is razed or Holding
discarded. AD&D
May be attached to any realm. If any of this player's
The Black-Isle champions wins a round of combat while attacking, that player
78/81 may reveal the top card of his/her draw pile. If it is a champion
Realm or ally, it may be taken into hand, otherwise it is placed at the
Dark Sun bottom of the deck.
Cannot be attacked by flyers. The look-outs of the Black-Isle
can see attackers from great distances, thus the defenders
special powers always activate first.

Narchek
79/81
Realm
Dark Sun
Narchek is immune to offensive spells. Narchek may be razed
to retarget any just played psionic power card to any legal
target in play.

Conquest Online - Página 401


Amazônia, Lar de Todas as Criaturas AD&D
1/130 Devido à força das Cataratas este reino é imune a nadadores.
Reino Todos os campeões e aliados deste jogador tornam-se
+7 nadadores e podem atacar qualquer reino que tenha água ou
FR costa.
Todos os campeões e aliados naturalmente Gigantes, Anões,
Drows, Gnomos, Kenders, Índios, Halfings, Aventureiros, Estado: Paraná
Awnsheghs e Elfos deste jogador são imunes às cartas
ofensivas durante o combate. Amazônia pode se defender Detalhes: A palavra Iguaçu significa "água grande", na
como uma Índia Amazona de nível 7 conhecedora da mata etimologia tupi-guarani. As Cataratas são formadas pelas
fechada, descartando o primeiro aliado jogado contra ela. quedas do rio Iguaçu. Dezoito quilômetros antes de juntar-se
ao rio Paraná. Sua formação geológica data de
Estado: todo o norte do país aproximadamente 150 milhões de anos.
O rio Iguaçu mede 1200 m de largura acima das cataratas.
Detalhes: A Amazônia é uma região natural da América do Abaixo, estreita-se num canal de até 65m. A largura total das
Sul, definida pela bacia do rio Amazonas e coberta em grande Cataratas no território brasileiro é de aproximadamente 800m
parte por floresta tropical - a Floresta Amazônica possui 60% e no lado argentino de 1900m. Dependendo da vazão do rio, o
de sua cobertura em território brasileiro. O rio Amazonas é número de saltos varia de 150 a 300 e a altura das quedas
considerado o rio mais volumoso do mundo. É chamado varia de 40 a 82 metros resultando numa largura de 2.700
também de Amazônia o bioma que, no Brasil, ocupa 49,29% metros, com formato semicircular.
do território, sendo o maior bioma terrestre do país. As quedas isoladas podem chegar a quase 300, dependendo
Uma área de seis milhões de hectares no centro de sua bacia do volume de água do rio, reduzindo para menos de 20 em
hidrográfica, incluindo o Parque nacional do Jaú, foi tempo de cheia. Os grandes saltos são 19, três deles do lado
considerada pela UNESCO, em 2000 (com extensão em brasileiro (Floriano, Deodoro e Benjamin Constant) e os
2003), Patrimônio da Humanidade. demais no lado argentino. A disposição dos saltos-a maior
parte deles no lado argentino e voltados para o Brasil -
Regra: O termo “Naturalmente” se refere a campeões e proporciona a melhor vista para quem observa o cenário a
aliados com a descrição das raças citadas em seu poder. A partir do Brasil.
índia amazona é considerada um herói. Pesquisas arqueológicas realizadas pela Universidade
As cartas ofensivas citadas no texto são aquelas já utilizadas Federal do Paraná no espaço brasileiro do reservatório de
com a extensão ofe, como cartas lançáveis (magias, blood, Itaipu, antes de sua formação, situaram em 6.000 a.C. os
skills, etc) e ítens mágicos. E se estendem às cartas lançadas vestígios da mais remota presença humana na região; vários
por outro oponente que esteja fora do combate corrente. grupos humanos sucederam-se ao longo dos séculos
A imunidade não se estende à poderes de campeões, a
exemplo de Lareth que também tem este determinação em Regra: Todos os campeões em JOGO no poço deste jogador,
seu texto e ele também não é imune a este tipo de cartas. tornam-se verdadeiramente nadadores, podendo usufruir e ser
alvo de cartas para este meio de locomoção.
Pantanal, o Refúgio das Raças
Lençóis Maranhenses
2/130
Reino 4/130
DL Reino
Este jogador pode durante a fase 5 de seu turno, descartar DS
uma carta da mão para trazer de volta da sua Pilha de As dunas de Lençóis Maranhenses fornecem vitalidade aos
Descarte qualquer um campeão ou aliado Morto-vivo, Gigante, seus guerreiros. Durante a batalha, qualquer campeão de
Anão, Drow, Orc, Beholder, Gnomo, Índio, Awnshegh ou Elfo DarkSun deste jogador pode usar como aliado outro campeão
e colocá-lo em sua mão. de DarkSun em jogo. O poder e o nível do campeão
permanecem, mas as cartas anexadas ao aliado perdem o
Estado: Mato Grosso e Mato Grosso do Sul poder. O aliado retorna para a mesa de seu possuidor no fim
do combate.
Detalhes: A origem do Pantanal é resultado da separação do
oceano há milhões de anos. Animais que estão presentes no Estado: Maranhão
mar também existem no pantanal, formando o que se pode
chamar de mar interior. Atraído pela existência de pedras e Detalhes: Não existe nada comparável aos fascinantes
metais preciosos (que eram usados por indígenas, que já Lençóis Maranhenses. O Pólo Parque dos Lençóis, situado no
povoavam a região, como adornos), entre eles o ouro. O litoral oriental do Maranhão, envolve os municípios de
português Aleixo Garcia, em 1524, acabou sendo o primeiro a Humberto de Campos, Primeira Cruz, Santo Amaro e
visitar o território, Barreirinhas, este último sendo o principal portão de entrada
É considerado pela UNESCO Patrimônio Natural Mundial e para esta fantástica beleza natural.
Reserva da Biosfera sendo uma das maiores extensões Seu maior atrativo é o Parque Nacional dos Lençóis
úmidas contínuas do planeta Maranhenses, às margens do Rio das Preguiças, no
Maranhão. São 155 mil hectares de paisagem deslumbrante,
cheio de altas dunas com até 40 metros de altura e lagoas de
Foz do Iguaçú
água doce, cujas águas variam entre os tons de verde e azul.
3/130
Reino

Mitos e Lendas - Página 402


Os Lençóis Maranhenses assemelham-se um grande deserto, Chapada dos Araripes
se não chovesse aqui 300 vezes mais do que no Saara 7/130
africano. São estas águas que, aprisionadas entre as dunas, Reino
formam verdadeiros oásis tropicais, paradas obrigatórias para FR
quem caminha nas dunas. Algumas lagoas chegam até a ter Os fósseis da região de Araripes guardam muitos mistérios
peixes. ainda a serem desvendados. O primeiro campeão dragão
As águas pluviais formam lagoas que se espalham em atacante deste jogador pode escolher o defensor no poço
praticamente toda a área do parque formando uma paisagem adversário. Aliados voadores recebem bônus de +5 quando
inigualável, sendo um raro fenômeno geológico formado ao atacando.
longo de milhares de anos através da ação da natureza.
Estado: Ceará, Piauí e Pernambuco
Fernando de Noronha
5/130 Detalhes: A Chapada do Araripe é um planalto localizado na
Reino divisa dos estados brasileiros do Ceará, Piauí e Pernambuco.
DL A chapada abriga uma Floresta Nacional (1946), uma Área de
Somente voadores e nadadores podem atacar este reino. Ao Proteção Ambiental (1997) e um Geoparque (2006).
defender com sucesso Fernando de Noronha, o jogador pode Floresta Nacional do Araripe - Datada de 120 milhões de
escolher uma das cartas usadas em combate que iria para a anos, a floresta possui mil metros de altitute e abriga fósseis
pilha de descarte e retorná-la para mão. de dinossauros e peixes. As relíquias podem ser encontradas
no Museu de Paleontologia em Santana do Cariri (cidade a
Estado: Pernambuco cerca de 60 km do Crato).
Um dos mais importantes depósitos mundiais de fósseis de
Detalhes: A ocupação de Fernando de Noronha é quase tão uma fase do Cretáceo que vai de 140 milhões a 100 milhões
antiga quanto a do continente. Em decorrência da sua posição de anos atrás, se encontra na Chapada do Araripe, um
geográfica, o arquipélago foi uma das primeiras terras tabuleiro de 160 quilômetros de extensão por 50 de largura
localizadas no Novo Mundo, registrada em carta náutica no que se ergue a 900 metros de altitude no sul do Ceará e se
ano de 1500 pelo cartógrafo espanhol Juan de La Cosa e em espalha, a leste, para Pernambuco e, a oeste, para o Piauí.
1502 pelo português Alberto Cantino, neste com o nome Nas minerações de calcário e gesso dessa região, foram
"Quaresma". encontrados fósseis de outras três espécies de dinossauros.
"O paraíso é aqui", disse Vespúcio quando abordou aquela Duas delas integram o grupo dos espinossaurídeos, répteis
ilha deserta em l0 de agosto de 1503, logo após o naufrágio bípedes de até 10 metros de comprimento, em cujo dorso
da principal nau das seis que compunham a expedição. A sobressaía uma espécie de crista. Um desses
carta que escreveu, a LETTERA, é o primeiro documento espinossaurídeos é o Angaturama limae, que viveu há cerca
relativo à Ilha, a qual chamava de São Lourenço, fala de de 110 milhões de anos.
"infinitas águas e infinitas árvores; aves muito mansas, que
vinham comer às mãos; um boníssimo porto que foi bom para Chapada dos Guimarães
toda a tripulação". Em decorrência da descoberta, em 1504, 8/130
foi doada a Fernão de Loronha, que havia financiado a Reino
expedição. Foi a primeira Capitania Hereditária do Brasil, GR
porém jamais ocupada pelo seu donatário. Destrua este reino para ter uma fase de combate adicional,
Arquipélago de Fernando de Noronha é formado por vinte e caso o reino atacado não seja destruído e nenhum atacante
uma ilhas, numa extensão de 26 km², tendo uma principal - a tenha perdido a batalha. Todos os campeões deste jogador
maior de todas também chamada "Fernando de Noronha" utilizados na primeira fase de ataque podem entrar em
O Arquipélago de Fernando de Noronha é o principal e mais combate novamente.
belo parque marinho brasileiro, sendo considerado como um
dos melhores lugares para a prática de mergulho do mundo. Estado: Mato Grosso
Aqui, de um modo geral, pode-se desfrutar de uma visibilidade
de até 50 metros. Detalhes: A Chapada dos Guimarães, palco de uma
paisagem fantástica e muito misticismo. Os fósseis de
Regra: Cartas que foram descartadas antes do final da conchas marinhas encontrados no alto das escarpas de
batalha ou cartas que foram descartadas pelo poder das arenito parecem provar que a Chapada, há 500 milhões de
mesmas, não podem ser recuperadas. anos, era fundo de oceano. Ao longo da existência da Terra, o
Cartas que podem ser recuperadas do descarte: Aliados, local também já foi coberto por florestas tropicais e habitat de
magias, cartas de poder psionico, habilidade de ladrão e de dinossauros, até adquirir a paisagem atual.
sangue e carta de combate desarmado. Para proteger essa importante amostra de fauna e flora do
cerrado brasileiro foi criado, em 1989, o Parque Nacional da
Chapada Diamantina Chapada dos Guimarães. Ali estão cachoeiras, grutas,
6/130 cavernas, morros e formações rochosas em meio a cânions
Reino de arenito com até 350m de altura. Seu cartão postal é a
DS Cachoeira do Véu da Noiva, com 86m de queda.
Todos os campeões voadores deste jogador podem usar Mirantes naturais proporcionam vistas incríveis das planícies
cartas de poder psiônico. do Centro Oeste brasileiro e até do Pantanal. Esse cenário
exuberante tem sido um dos lugares preferidos de místicos
Estado: Bahia em busca de energias positivas.
Dentro dos 33 mil hectares do Parque Nacional da Chapada
Detalhes: A Chapada Diamantina é uma região de serras, dos Guimarães existem verdadeiras preciosidades. Além do
situada no centro da Bahia, alguns atrativos naturais causam importante ecossistema que é o Cerrado, ali foram
espanto e êxtase, como a Cachoeira da Fumaça e seus 380 catalogados 46 sítios arqueológicos contendo ossos de
metros de queda livre ou o deslumbrante Poço Encantado dinossauros, fósseis de animais e conchas e pinturas
A Chapada Diamantina nem sempre foi uma imponente rupestres.
cadeia de serras. Há cerca de um bilhão e setecentos milhões
de anos, iniciou-se a formação da bacia sedimentar do Regra: Campeões que foram descartados (limbo, abismo ou
Espinhaço, a partir de uma série de extensas depressões que Void) não podem ser novamente utilizados. Todos os
foram preenchidas com materiais expelidos de vulcões, areias campeões no poço e na mão podem ser utilizados nesta nova
sopradas pelo vento e cascalhos caídos de suas bordas. fase de combate.

Mitos e Lendas - Página 403


Vale da Lua Quando Ouro Preto é colocado na formação ou reconstruído,
9/130 este jogador pode anular o poder de um reino em jogo. O
Reino reino ficará sem poder até que Ouro Preto seja destruído ou
DS descartado.
Os magos deste jogador podem ter acesso aos pergaminhos
sagrados dos grandes sábios. Quando atacando, qualquer Estado: Minas Gerais
mago deste jogador pode descartar um item mágico ou
artefato em jogo. Se o mago perder a batalha, o campeão que Detalhes: Ouro Preto é um município brasileiro do estado de
teve seu item descartado pode buscar em sua pilha de Minas Gerais, famoso por sua magnífica arquitetura colonial.
descarte um novo item e anexá-lo (se legal). Localiza-se a uma latitude 20º23'08" sul e a uma longitude
43º30'29" oeste, estando a uma altitude de 1179 metros. Sua
Estado: Goiás população estimada em 2004 era de 68 208 habitantes.
Foi a primeira cidade brasileira a ser declarada pela UNESCO,
Detalhes: É um conjunto de formações rochosas cavadas nas Patrimônio Histórico e Cultural da Humanidade, no ano de
pedras pelas corredeiras de águas transparentes do rio São 1980.
Miguel. Está fora do Parque Nacional, na Serra da Boa Vista,
num vale que se torna muito perigoso na época da chuva Regra: O reino afetado por Ouro Preto ficará sem o poder
devido às repentinas trombas d'água. O nome Vale da Lua mesmo que saia do jogo e retorne, enquanto Ouro Preto
vem da aparência que lembraria uma paisagem lunar, com estiver inteiro (não destruído) na formação o poder do reino
pequenas crateras escavadas pelo atrito da areia levada pela afetado estará anulado.
água com as rochas, nas curvas onde as corredeiras são mais
fortes, dando origem a pequenos rodamoinhos e funis. Ópera de Arame
O Vale da Lua está incluso no sítio Parque Nacional da 12/130
Chapada dos Veadeiros, Património Mundial da UNESCO. Reino
FR
Regra: A carta descartada pode ser a qualquer momento Os pergaminhos dos sábios curitibanos permitem que este
durante a batalha. jogador descarte Ópera de Arame da formação para trazer 2
O item a ser buscado pelo campeão afetado pelo poder de campeões dragões (não Avatar) da pilha de descarte
Vale da Lua, pode ser qualquer item mágico ou artefato que diretamente para o poço deste jogador. Este poder pode ser
possa ser anexado ao mesmo. usado a qualquer momento.

Rio de Piranhas Estado: Paraná


10/130 Detalhes: É um dos principais cartões postais de Curitiba.
Reino Inaugurado em 1992, no Parque das Pedreiras, próximo ao
BR Espaço Cultural Paulo Leminski.
Não pode ser atacado por voadores e nadadores. Ao atacar A Ópera de Arame foi construída em estrutura tubular e teto
este reino, o atacante deve optar pelo nível ou poder do de policarbonato transparente. O projeto é do arquiteto
campeão e dos aliados. Este reino protege todos os outros Domingos Bongestabs. Tem capacidade para 2.400
que estão atrás dele na formação, ampliando as suas espectadores e um palco de 400m² destinado a
restrições para eles. apresentações artísticas e culturais.
O cenário externo da Ópera de Arame é igualmente belo. Era
Detalhes: A Piranha é um peixe muito voraz, predador e com o local onde funcionava uma antiga pedreira. Hoje, pode-se
mandíbulas fortíssimas, a força da mordida da Piranha é apreciar a mata nativa, um lago com carpas, uma cascata de
considerada como proporcionalmente a de um BulDog. As 10 metros e várias espécies de aves.
piranhas são um grupo de peixes carnívoros de água doce
que habitam alguns rios da América do Sul. Paredão Zeca Diabo
O nome piranha vem de uma idioma híbrido formados das 13/130
línguas Tupi-guarani; pode ter sido originado da composição Reino
das palavras 'pirá', significando 'peixe', e 'sanha' or 'ranha', GR
significando 'dente'. Alternativamente, ele pode ser sido Pode ser destruído a qualquer momento para deixar este
originado do Tupi 'pirá' ('peixe') e 'ánha' ('corte'). jogador imune a cartas que olhem ou descartem cartas de sua
Boi de piranha é uma expressão popular brasileira que mão ou pilha de saque até o final de seu próximo turno (pode
designa uma situação onde um bem menor e de pouco valor é ser usado como resposta).
sacrificado para que em troca outros bens mais valiosos não
sofram ameaça. A expressão vem do meio rural, onde Ruínas de São Miguel
criadores de gado, ao atravessar um rio infestado de piranhas, 14/130
abatia um dos touros, já velho e/ou doente, e atirava seu Reino
corpo, sangrando, ao rio, para atrair os peixes carnívoros FR
enquanto ele próprio e o resto da manada conseguiria passar Não pode ser atacada por ladrões. A Proteção divina deste
a outra margem sem serem incomodados. reino permite que ele seja destruído para cancelar uma
habilidade de sangue, habilidade de ladrão ou carta de poder
Regra: Somente reinos totalmente atrás de Rio de Piranhas é psiônico. Este poder pode ser utilizado somente uma única
que são protegidos por seu poder, ex: Se Rio de Piranhas vez por jogo.
estiver na posição A da formação todos os reinos B, C, D, E e
F estarão protegidos,porém se ele estiver na posição B, Estado: Rio Grande do Sul
somente os reinos das posições D e E estarão protegidos.
As restrições ampliadas são todo o poder do reino, quando há Detalhes: O Sítio Arqueológico de São Miguel Arcanjo é um
não ser atacada por nadadores e voadores e escolha de nível conjunto de ruínas da antiga redução de São Miguel Ancanjo,
e poder. e um dos principais vestígios do período das Missões
Jesuíticas dos Guarani em todo o mundo, localizado no
Ouro Preto pequeno município de São Miguel das Missões, no Noroeste
11/130 do Rio Grande do Sul.
Reino O sítio, comumente chamado de ruínas de São Miguel das
BR Missões, é considerado Patrimônio Mundial pelo UNESCO,
juntamente com as ruínas no lado argentino de San Ignacio

Mitos e Lendas - Página 404


Miní, Santa Ana, Nossa Senhora de Loreto e Santa María São cachoeiras, lençóis de água e o lago do Silêncio, no
Mayor, desde 1983. interior da caverna encontra-se a imagem da carta, imagem
A construção foi edificada no século XVIII, entre 1735 e 1745 que deu origem ao nome da caverna.
O lugar é visitado por turistas de todo mundo, especialmente
da Argentina, Paraguai, Uruguai e países da Europa. O sítio Tribal
faz parte do roteiro internacional Iguassu-Missões. 17/130
Reino
Gruta Azul GR
15/130 Quando este reino está em alguma formação, todos os
Reino monstros em jogo possuem uma fúria tribal que os torna
RL capazes, quando atacando, de subtrair seu nível base do nível
Underdark. A Gruta Azul é um refúgio dos seres do ajustado adversário sem descartá-lo. Este poder funciona
submundo, emanando uma aura que transforma todos os antes da ativação dos poderes de campeões.
monstros deste jogador em Mortos-vivos. Todos os morto-
vivos deste jogador podem usar qualquer Carta de Combate Regra: Todos os monstros do possuidor de Tribal e do
Desarmado. adversário são beneficiados pelo poder de Tribal.

Estado: Mato Grosso do Sul Favela


18/130
Detalhes: Descoberta por um índio Terena em 1924, a Reino
caverna possui em seu interior umlago azul com dimensões DS
que a tornam uma das maiores cavidades inundadas do Não pode ser atacada por Regentes. Quando Favela está em
planeta. Em 1992 um expedição Franco-Brasileira de jogo, todos os campeões deste jogador podem usar habilidade
espeleomergulhadores, encontrou uma série de fósseis de de ladrão em batalha. Campeões do mundo de DarkSun e
mamíferos - como o tigre de dente de sabre e preguiça Ravenloft deste jogador possuem um aliado +2 capaz que
gigante - que viveram durante o período geológico do invadir a pilha de descarte oponente e afanar qualquer item
Pleistoceno - 6.000 a 10.000 anos atrás. mágico, aliado ou artefato e usá-lo (se legal). A carta é
Após uma descida de 100 m, depara-se com um lago de embaralhada depois da batalha.
águas intensamente azuladas, cuja profundidade estima-se
ser de 90 m. Com suas formações geológicas - não só o teto Estado: Rio de Janeiro
como o piso da gruta são repletos de espeleotemas de várias
formas e tamanhos - desperta a atenção dos turistas e Detalhes: Se notarem a imagem da carta está propositalmente
pesquisadores do mundo inteiro. Ninguém sabe ao certo de de cabeça para baixo, utilizada assim em uma propaganda
onde vêm suas águas, acredita-se na existência de um rio tentando demonstrar o descaso da sociedade para este povo
subterrâneo, que alimenta o lago. tão necessitado.
Regra: Somente os monstros em jogo são afetados pelo Regra: O aliado fornecido pelo reino pode ser usado pelos
poder deste reino, ou seja, que estejam no poço ou em campeões de DarkSun e Ravenloft deste jogador, tanto para
combate. ataque quanto para defesa de qualquer reino em jogo. A carta
pega é embaralhada com a pilha de SAQUE após o término
Caverna do Diabo de seu uso.
16/130
Reino Forte Ratones
RL 19/130
Underdark. Qualquer Lobsomem, Vampiro ou Morto-vivo Fortaleza
deste jogador atacando via um reino de Underdark é GR
influenciado pelo mistério natural deste reino e se torna capaz Forte Ratones pode, durante a fase 2, deixar este jogador
de atacar duas vezes no mesmo turno (se vitorioso). Aliados imune ao poder de um reino oponente até seu próximo turno.
concedidos por reinos Triunvirate deste jogador não podem
mudar de lado, ou ser descartados por nenhuma razão. Estado: Santa Catarina
Estado: São Paulo Detalhes: A Forteleza de Santo Antônio de Ratones,
inaugurado em 1744 na ilha de Ratones Grande, o forte
Detalhes: Caverna do Diabo é uma caverna existente no remete a construções medievais, incluindo ponte levadiça,
Parque Estadual de Jacupiranga, município de Eldorado fonte d´água e aqueduto. Nos arredores, trilhas conduzem a
Paulista. caminhada em meio à Mata Atlântica e também pela orla.
Desde sua descoberta, sua história é povoada pelas mais Foi a terceira fortaleza construída, pelo Brigadeiro José da
incríveis lendas. Justamente por isso, a Caverna do Diabo é Silva Paes para fechar o sistema triangular de defesa contra
um lugar que merece ser visitado pessoalmente. A apenas os ataques dos espanhóis, em conjunto com as fortalezas de
280 quilômetros de São Paulo, no município de Eldorado, não Santa Cruz do Anahtomirim e São José da Ponta Grossa. Em
é totalmente aberta à visitação pública. Dos 3 mil e 200 sua construção foram utilizadas pedras extraídas da própria
metros de extensão da caverna, apenas 400 metros estão Ilha de Ratones, sendo uma das unidades mais íntegras da
livres para os turistas. Esta área dispõe de sistema de som e arquitetura militar do Sul do Brasil. Após a invasão espanhola
luz, passarelas, escadas e corrimãos. Curiosas estalactites, em 1777 foi abandonada, sendo usada como local de
estalagmites, cortinas de pedras e cascatas de calcita intrigam tratamento de doenças contagiosas. Em 1990, em ruínas,
especialistas. iniciou-se sua restauração.
As formações mais interessantes podem ser vistas no salão
conhecido como Catedral. A beleza do lugar dá asas à Regra: Forte Ratones ANULA o poder de qualquer reino
imaginação. Talvez, por isso, algumas dessas formas ficaram durante o passo 2 e seu efeito fica até o próximo passo 2.
eternizadas com nomes um tanto quanto estranhos: Cabeça Pode ser renovado a cada turno.
de Ema, Guardião, Galeria dos Órgãos, Pia Batismal, Branca
de Neve, Cemitério, Perfil de Buda, Reis Magos, Templo
Forte Ponta Grossa
Perdido, Caldeirão do Diabo e Torre de Pisa.
Outras coisas fascinantes podem ser vistas lá em baixo, num 20/130
percurso, ora dentro das águas do ribeirão, ora nas rochas. Fortaleza

Mitos e Lendas - Página 405


BR Pedra Furada
Avatares perdem o poder quando atacando este jogador. O 22/130
reino em anexo pode ser destruído para descartar um avatar Fortaleza
em jogo. RL
A mística desta pedra reduz os efeitos maléficos usados
Estado: Santa Catarina contra este jogador, deixando seus campeões imunes a cartas
de derrota instantânea. Campeões de Ravenloft podem cavar
Detalhes: Como outras fortalezas, São José da Ponta Grossa se necessário.
foi projetada pelo brigadeiro militar português José da Silva
Paes. Construída com alvenaria e pedras, possui arquitetura Estado: Ceará
renascentista, e edifícios, como a Casa do Comandante, Casa
da Guarda, Quartel da Tropa, Capela, Calabouço, Paiol da Detalhes: Rica em rochas, essa praia abriga uma das
Pólvora, e guaritas. Segundo historiadores o forte não foi grandes atrações de Jericoacoara: a Pedra Furada, que é um
efetivamente utilizado, e após a invasão espanhola em 1777 o arco no meio de gigantescas rochas formado naturalmente
sistema de defesa, que nunca funcionou, entrou em pela erosão. Atravessando até a pedra, na maré baixa, é
descrédito. O forte foi quase todo depredado e foi restaurado possível atravessar e curtir, do outro lado, um belíssimo pôr-
somente em 1991 e 1992. do-sol. E, se o mês em questão for julho, o espetáculo será
uma festa para os olhos. É que nesse mês o pôr-do-sol é
Monte Roraima melhor visto através da pedra furada, e o que se vê feixe
21/130 luminoso saindo bem do meio da pedra.
Fortaleza
DL Pedra Azul
Esta fortaleza eleva este jogador acima das nuvens, 23/130
permitindo que ele possa ver além de seus domínios. Fortaleza
Qualquer poder de camuflagem fica suspenso enquanto essa DL
fortaleza estiver em jogo. Possui um lagarto monstro +8 que pode ser usado na defesa
Estado: Roraima do reino em anexo. A mística mudança de cores da Pedra
Azul permite que ela seja jogada a qualquer momento para
Detalhes: Os índios Macuxi contam que antigamente, no local refletir todas as habilidades de sangue de volta ao seu
onde hoje existe o Monte Roraima, existiam apenas terras lançador. Ela continua refletindo até ser descartada. Pode ser
baixas e alagadiças, cheias de igapó. As tribos que viviam usada como resposta.
naquela área não precisavam disputar comida, pois a caça e a
pesca eram fartas. Uma vez, nasceu um belo pé de Estado: Espírito Santo
bananeira. A estranha planta cresceu muito rápido e deu Detalhes: O pico Pedra Azul é um afloramento de gnaisse
belíssimos e apetitosos frutos. Os pajés avisaram a todos que com 1822m, localizado dentro do Parque Estadual da Pedra
aquele vegetal era um ser sagrado e que como tal seus frutos Azul, no distrito de Aracê, em Domingos Martins, Espírito
eram proibidos para qualquer pessoa da tribo. Eles disseram Santo.
ainda que caso alguém desobedecesse a regra e tentasse A Pedra Azul muitas vezes adquire uma coloração azul, verde
comer uma fruta daquelas, desgraças terríveis aconteceriam: ou até amarela, graças aos líquens que crescem na pedra,
a caça se tornaria rara, as frutas secariam e até a terra iria sendo que esta muda de cor 31 vezes por dia, dependendo da
tomar um formato diferente. Era permitido comer de tudo, incidência de luz solar.
menos os frutos da bananeira sagrada. Todos passaram a É um dos principais cartões postais do estado, a região atraí
temer e a respeitar as ordens dos pajés. Mas houve um dia muitos turistas, principalmente da capital Vitória, por causa da
em que, ao amanhecer, todos correram para ver com espanto beleza e do clima frio (considerado o 3° melhor do mundo),
a primeira desgraça de muitas que ainda estavam por vir: um tanto que na região se localizam alguns dos melhores hotéis
cacho da bananeira havia sido decepado. Todos se de todo o Espírito Santo.
perguntavam, mas ninguém sabia dizer quem poderia ter feito
aquilo. Antes que tivessem tempo para descobrir o culpado, a Regra: O lagarto é utilizado com o um CAMPEÃO monstro de
previsão dos mais velhos começou a acontecer. A terra nível 8 sem poder, funciona do mesmo modo como os
começou a se mover e os céus tremiam em trovões. Todos os campeões reinos, e se perder a batalha é descartado.
animais, da terra ou do céu, bateram em retirada. Um dilúvio
começou a despencar e um enorme monte começou a brotar
Pico da Neblina
rasgando aquelas alagadas terras. E foi assim que nasceu o
Monte Roraima. É por tudo isso que, até os dias de hoje, 24/130
acredita-se que o monte Roraima chora quando de suas Fortaleza
pedras caem pequenas gotas de água cristalina. GR
O Monte Roraima faz parte de um terreno montanhoso com A imponência deste pico sobre toda a nação transforma todos
centenas de outras montanhas e montes chamados de Tepuis os campeões, não monstros, que estejam no poço deste
localizado ao Sul da Venezuela (área escalável), extremo jogador ou em combate, em Gigantes, podendo usar
Norte do Brasil e Oeste da Guiana constituindo a tripla quaisquer cartas desta raça.
fronteira, com 2.739,3 metros de altitude.
O Roraima destaca-se por possuir características únicas. Estado: Amazonas
Estima-se que tenha se erguido há mais de 2 bilhões de anos,
período em que nem sequer os continentes tinham se Detalhes: O Pico da Neblina, localizado no norte do
separado e adquirido a forma que possuem atualmente. Umas Amazonas, na Serra do Imeri, é o ponto mais alto do Brasil
das peculiaridades que mais o diferenciam de quaisquer com 2993,78 metros de altitude (medição revista por
outros montes é o fato de se parecer com uma imensa satélite/GPS pelo IBGE em 2004). Dá nome ao Parque
"mesa", ou seja, seu topo é plano (e possui cerca de 90 km de Nacional do Pico da Neblina, onde está situado.
extensão). Além disso, escorrem do monte milhões de litros O início da trilha acontece na boca do Igarapé Tucano,
de águas formando várias cachoeiras; na Venezuela os índios próximo à aldeia ianomâmi de Maturacá, a cerca de 800 km
a chamam de "mãe das águas". de Manaus. É necessário subir o rio Cauaburi em voadeiras
(velozes canoas de alumínio com motor de popa), até o
Regra: “Qualquer poder de camuflagem” se refere a cartas Igarapé Tucano, início da caminhada. Depois de quatro dias
viradas de cabeça para baixo a exemplo de Ethereal de caminhada, andando uma média de 4 a 5 horas por dia,
Champion, Ciric, etc. chega-se ao ponto mais alto do relevo brasileiro, onde se
encontram várias espécies endêmicas, principalmente plantas

Mitos e Lendas - Página 406


de pequeno porte. O nome "Pico da Neblina" deve-se ao fato Estado: Acre
do mesmo se encontrar praticamente o ano todo coberto de
nuvens. Detalhes: Foto de tribo indígena isolada em meio a mata
O Pico da Neblina teria sido descoberto na década de 1950 atlântica, nesta mostra índios empunhando arco e flecha em
pelo então comandante Mário Jucá, da Panair do Brasil, ao forma de defesa. Demonstra também suas ocas feitas de
sobrevoar o pico num raro momento em que ele não estava palha
encoberto pela neblina, numa época que se acreditava ser o
Pico da Bandeira o ponto mais alto do Brasil. Regras: Os aliados são adicionados a batalha a medida que
forem sendo necessários, ou seja, quando seu usuário estiver
Toca da Boa Vista perdendo. Estes aliados são considerados cartas anexas e
25/130 podem ser descartados, mudar de lado ou sofrer quaisquer
Fortaleza conseqüências como um aliado normal.
DS
Esta fortaleza e o reino em anexo são considerados de Pinguela
Underdark. Os aliados triumvirates deste jogador podem 28/130
nadar, voar ou cavar se necessário. Fortaleza
AD&D
Estado: Bahia Pode ser anexada a qualquer reino. Cria uma ponte ligando
este reino a um reino na formação oponente, ambos
Detalhes: Em uma só região estão as duas maiores cavernas jogadores são obrigados a atacar estes reinos independente
brasileiras, a Toca da Boa Vista e a Toca da Barriguda, com de poderes de outras cartas em jogo. A única maneira de
105 e 30 km, respectivamente. Sem dúvida o fenômeno que vitória é por nível, qualquer outro modo de vitória é anulado.
formou essas cavidades gigantes atuou em uma faixa muito
mais ampla do que imagina ou se conhece. Detalhes: Ponte improvisada com troncos, sem proteção e
Sua gênese é tão particular que estimula pesquisadores de estreita.
várias partes do mundo a desenvolver estudos específicos Imagem ilustrativa
sobre a sua evolução. Sua estrutura é tão complexa e a sua
temperatura tão elevada que inviabiliza totalmente as já Regra: Poderes dos reinos afetados não são mudados
consagradas técnicas de topografia e exploração. A Toca da permanecem os mesmos. Se o reino oponente afetado for
Boa Vista muda drasticamente os nossos conceitos de destruído ou descartado outro reino poderá ser escolhido pelo
tamanho, dificuldades e sistematização. Seu conhecimento e possuidor de Pinguela. Se Pinguela sair do jogo os dois reinos
exploração certamente vão além da nossa existência, ficando são libertos de seu poder.
para as futuras gerações de espeleólogos, o compromisso Border Garrinson, Tratado de Tordesilhas, entre outras não
com a continuidade dos trabalhos. tem efeito nesta carta devido a ela ignorar este tipo de
poderes.
Regra: O reino em anexo é considerado de Underdark podem Se o reino adversário afetado pela fortaleza for arrasado, este
se utilizado com cartas que usem este tipo de definição, a jogador fica liberado para atacar outros reinos na formação
exemplo de Dispossessed (Ch 7/UD). oponente, mesmo que o reino afetado inicialmente seja
reconstruído. O adversário, contudo, deve continuar a atacar
Carajás sempre o reino anexado a Pinguela.
26/130
Fortaleza Cúpula BSW 2016: quando o reino do adversário afetado pela
DS poder da fortaleza for arrasado, o poder da fortaleza é
Enquanto está fortaleza estiver em jogo nenhuma carta pode perdido, mesmo que o reino seja reconstruído posteriormente.
ser refletida, redirecionada ou copiada. A fortaleza NÃO contorna as restrições de ataque impostas
pelos reinos afetados por seu poder.
Estado: Pará
Índios Terenas
Detalhes: A Serra dos Carajás no Pará é onde viviam os 29/130
indígenas Carajás. Há extração de minérios, que são Aliado
transportados pela Estrada de Ferro Carajás. A Serra dos +4
Carajás é a base de um programa de mineração Grande Pode ser jogado a qualquer momento da mão como um
Carajás. evento maléfico pra descartar uma Carta Regra em jogo. Em
A Serra dos Carajás fica localizada no Parque Ecológico de combate, se estiver do lado perdedor, o jogador pode enviar
Carajás, no município de Parauapebas, sul do Pará. Na serra uma carta aleatoriamente da mão do oponente para o
está localizada a maior mina de ferro a céu aberto do mundo, descarte.
explorada hoje pela Companhia Vale do Rio Doce.
A mina de ferro de Carajás não é conhecida apenas pelo seu Estado: Mato Grosso do Sul
tamanho, mas também pela qualidade do minério de ferro
extraído, que é hoje considerado o mais puro do mundo. Detalhes: Os Terena são um grupo indígena brasileiro que
Além do ferro, esta grande província mineralógica contém pertencem ao subgrupo dos guanás.
grandes reservas de manganês, cobre, ouro e minérios raros. Vivem principalmente no estado de Mato Grosso do Sul
(Áreas Indígenas Aldeinha, Buriti, Dourados, Lalima, Limão
Regras: Todas as cartas que façam este efeito de refletir, Verde, Nioaque, Pilade Rebuá, Taunay/Ipegue e Terras
defletir, redirecionar ou copiar são negadas enquanto esta Indígenas Água Limpa e Cachoeirinha, a oeste da Reserva
fortaleza estiver em jogo. Indígena Kadiwéu, na Área Indígena Umutina e a leste do rio
Miranda). Podem ser encontrados também no interior do
Remanescentes estado brasileiro de São Paulo (Áreas Indígenas Araribá e
27/130 Icatu). Além disso, situam-se ainda na margem esquerda do
Fortaleza alto rio Paraguai, em Mato Grosso.Vivem também no Norte de
AD&D Mato Grosso entre os Municípios de Peixoto de Azevedo,
Pode ser anexado a qualquer reino. Estes índios que vivem Matupá e Guarantã do Norte na Terra Indígena Gleba Irirí
isolados do mundo moderno, defendem qualquer reino deste Novo nas Margens do Rio Irirí nas Aldeias Kopenoty,
jogador, fornecendo até três aliados de +3 cada, imunes a Kuxonety Poke'é, Inamaty Poke'é, Turipuku.
poder de campeão. São considerados como cartas anexadas.

Mitos e Lendas - Página 407


São índios "agricultores", ou seja, possuem a cultura do Detalhes: Na mitologia amazônica encontramos o mito do
plantio. Um aspecto interessante a ser destacado sobre eles, "Boto Rosa" que possui a qualidade de emergir das águas do
é a adaptabilidade que essa etnia tem em relação a outras. Rio Amazonas à noite e adquirir forma humana. De peixe,
Eles possuem a capacidade de se adaptar a condições de transforma-se em um rapaz cuja beleza, fala meiga e
trabalho, por exemplo, dos brancos, como na construção da sedutora, magnetismo do olhar atraem irresistivelmente todas
ferrovia Noroeste no MS. Outro fato que demonstra essa as mulheres. Por isso, toda a donzela era alertada por suas
capacidade, é o fato de eles constituirem as aldeias indigenas mães para tomarem cuidado com flertes que recebiam de
urbanas, principalmente na regiao de Dourados e Campo belos rapazes em bailes ou festas. Por detrás deles poderia
Grande.São índios com grande grau de integração com a estar a figura do Boto, um conquistador de corações, que
sociedade abrangente. pode engravidá-las e abandoná-las. Ele também se insere na
comunidade, perseguindo as moças, surpreendendo-as na
Regra: Índios Terenas são descartados normalmente para a roça, nos banhos, onde quer que estejam e acabam a maioria
pilha de descarte, mesmo se usados como evento. das vezes, por lhe atribuir o primeiro filho. Seduzidas, as
mulheres mantém encontros furtivos com esta entidade, que
Bonecos de Olinda ao amanhecer retorna ao fundo dos rios, onde reside.
30/130 Dizem que o boto tornado homem poderia ser reconhecido por
Aliado andar sempre de chapéu na cabeça, escondendo o buraco
+6 respirador; único traço de sua forma animal que não consegue
Gigante. Se Runes of the Future estiver em qualquer pilha de disfarçar.
descarte, esse aliado pode ser descartado para enviá-la para
o abismo. Se derrotado, o jogador pode descartar a primeira Regra: Se Boto Rosa for utilizado de 6 horas da tarde a 6
carta de sua pilha de saque para que todas as cartas horas da manhã ele pode ser usado no poço ou em combate
utilizadas neste round de batalha retornem para a mão deste como um campeão herói. Se ele estiver no poço como
jogador. Só tem efeito se a carta for descartada. campeão e o poder que o permita ficar ali acabar, ele é
descartado normalmente.
Estado: Pernambuco A fêmea que ele descarte pode ser em qualquer lugar do jogo,
inclusive o adversário se aplicável.
Detalhes: Boneco de Olinda são bonecos gigantes usados em
eventos festivos em Olinda, Pernambuco. Geralmente são Negrinho do Pastoreiro
feitos de pano, madeira e pape. 33/130
Foi criado em 1932, o primeiro personagem do carnaval, e até Aliado
hoje um dos mais conhecidos em todo Brasil. O Homem da +4
Meia-Noite tem a função de abrir o carnaval olindense. Este aliado pode atacar qualquer reino de Dark Sun
Expressa um sorriso com um dente de ouro, e traja terno independente da posição. Negrinho do Pastoreiro pode
verde e cartola. durante a batalha pegar uma carta da pilha de descarte e
anexar no campeão, se legal, após a batalha a carta
Mamulengo recuperada é descartada.
31/130
Aliado Estado: Rio Grande do Sul
+5
Só pode ser jogado por um campeão de nível base maior que Detalhes: O Negrinho do Pastoreio é uma lenda do folclore
5. Se o campeão opositor tiver nível base menor ou igual a 5, brasileiro surgida no Rio Grande do Sul. De origem africana,
esse jogador toma posse do campeão, usando como aliado esta lenda surgiu no século XIX, período em que ainda havia
até o final de round de combate. Outro campeão deve ser escravidão no Brasil. Esta lenda retrata muito bem a violência
escolhido para continuar a batalha. e injustiça impostas aos escravos.
De acordo com a lenda, havia um menino negro escravo, de
Estado: Pernambuco quatorze anos, que possuía a tarefa de cuidar do pasto e dos
cavalos de um rico fazendeiro. Porém, num determinado dia, o
Detalhes: Mamulengo é um tipo de fantoche típico do menino voltou do trabalho e foi acusado pelo patrão de ter
nordeste brasileiro, especialmente no estado de perdido um dos cavalos. O fazendeiro mandou açoitar o
Pernambuco[1]. A origem do nome é controversa, mas menino, que teve que voltar ao pasto para recuperar o cavalo.
acredita-se que ela se originou de mão molenga - mão mole, Após horas procurando sem sucesso, voltou novamente a
ideal para dar movimentos vivos ao fantoche. fazenda onde foi mais uma vez castigado pelo fazendeiro.
Para o folclorista Câmara Cascudo, o mamulengo é o mesmo Desta vez, o patrão, para aumentar o castigo, colocou o
que o guignol francês e o pupazzi italiano. Em todos eles há menino pelado dentro de um formigueiro. No dia seguinte, o
uns panos à frente, atrás dos quais se escondem um ou mais patrão foi ver a situação do menino escravo e ficou surpreso.
manipuladores que dão voz e movimento aos bonecos. O garoto estava livre, sem nenhum ferimento e montado no
Suas apresentações eram em praça pública, em geral nos cavalo baio que havia sumido. Atrás dele, era possível divisar
arrabaldes durante os festejos religiosos, apresentando a silhueta de Nossa Senhora Aparecida. Conta a lenda que foi
temática em geral bíblica ou sobre atualidades. um milagre que salvou o menino, que foi transformado em
O mamulengo faz parte da cultura popular nordestina, sendo anjo.
praticada desde a época colonial. Retrata situações cotidianas O Negrinho do Pastoreio é considerado, por aqueles que
do povo que a pratica, geralmente situações cômicas e acreditam na lenda, como o protetor das pessoas que perdem
sátiras. algo. De acordo com a crença, ao perder alguma coisa, basta
pedir para o menino do pastoreio que ele ajuda a encontrar.
Em retribuição, a pessoa deve acender uma vela ao menino
Boto Rosa
ou comprar uma planta ou flor.
32/130
Aliado Regra: A carta pega pode ser aliado, item mágico ou artefato.
+7 Cartas de magia, carta de poder psionico, habilidade de ladrão
Nadador. Quando entra em combate o Boto Rosa ou regente, carta de combate desarmado, etc, somente se
automaticamente descarta um campeão fêmea e um aliado puderem ficar anexadas ao campeão.
fêmea em jogo. Entre 18h e 6h Boto pode ser usado como um
herói.
Muiraquitã
Estado: Amazonas 34/130

Mitos e Lendas - Página 408


Aliado Cavador. Onça Pintada pode se camuflar e invadir
+2 sorrateiramente durante a batalha um poço oponente,
Só pode ser jogado com campeões machos. Quando jogado descartando uma carta anexada a outro campeão. Recebe +3
este jogador pode procurar um campeão fêmea no deck e níveis de bônus se defendendo reinos de Mitos e Lendas.
colocá-lo na mão, embaralhando o deck em seguida. Caso
não haja campeão fêmea no deck, um campeão macho Detalhes: A onça-pintada (Panthera onca), também
deverá ser descartado do deck. conhecida por jaguar ou jaguaretê, é um mamífero da ordem
dos carnívoros, encontrada nas regiões quentes e temperadas
Estado: Amazonas do continente americano, desde o sul dos Estados Unidos até
o norte da Argentina. É um símbolo da fauna brasileira. Os
Detalhes: A Lenda – Segundo a lenda mais comum, os vocábulos "jaguar" e "jaguaretê" têm origem no termo guarani
verdadeiros Muiraquitãs são filhos da Lua retirados do fundo "jaguarete". Na mitologia maia, apesar ter sido cotada como
de um imaginário lago denominado Espelho da Lua, Iaci- um animal sagrado, era caçada em cerimônias de iniciação
uaruá, na proximidade das nascentes do rio Nhamundá, perto dos homens como guerreiros.
do qual habitavam as índias Icamiabas, nação das No Brasil, os estados em que a onça-pintada existe são: AC,
legendárias mulheres guerreiras que os europeus chamaram AM, AP, BA, ES, GO, MA, MG, MS, MT, PA, PI, PR, RJ, RO,
de Amazonas (mulheres sem marido). O lago era consagrado RR, RS (Parque Estadual do Turvo, aproximadamente de 4 a
à Lua, pelas Icamiabas, onde anualmente realizavam a Festa 6 exemplares), SC, SP e TO.
de Iaci, divindade mãe do Muiraquitã, que lhe oferecia o
precioso amuleto retirado do leito lacustre. A festa durava Anaconda
vários dias, durante os quais as mulheres recebiam índios da 37/130
aldeia dos Guacaris, tribo mais próxima das Icamiabas, com Aliado
os quais mantinham relações sexuais e procriavam. A lenda +4
também diz que, se dessa união nascessem filhos Gigante. Nadador. No ataque engole (descarta) um campeão
masculinos, estes seriam sacrificados, deixando sobreviver oponente vencendo automaticamente. Sendo enviada para o
somente os de sexo feminino. Depois do acasalamento, pouco abismo junto com o campeão anexado. Enquanto estiver no
antes da meia-noite, com as águas serenas e a Lua refletida abismo pode enviar 2 campeões ou aliados do abismo para o
no lago, as índias nele mergulhavam até o fundo para receber Void para ser embaralhada de volta no deck.
de Iaci os preciosos talismãs, com a configuração que
desejavam, recebendo-os ainda moles, petrificando-se em Detalhes: A sucuri, também conhecida como anaconda, é
contato com o ar, logo após saírem d’água. Então os uma cobra sul-americana da família Boidae, pertencente ao
presenteavam aos Guacaris com os quais se acasalavam, o género Eunectes. Tem a fama de ser uma cobra enorme e
que os faria serem bem recebidos onde os exibissem, além de perigosa . Existem quatro espécies, das quais as três
dotar outros poderes mágicos ao amuleto. primeiras ocorrem no Brasil, Eunectes notaeus, a sucuri-
amarela, menor e endêmica da zona do pantanal; Eunectes
Regra: Campões machos refere-se a qualquer campeão que murinus, a sucuri-verde, maior e mais conhecida, ocorrendo
seja do sexo masculino, seja ele de qualquer espécie for, se em áreas alagadas da região do cerrado e da amazônia,
não tiver como definir entende-se como macho. sendo que, neste último bioma, os animais costumam
Deck aqui citado no texto refere-se a Pilha de Saque. alcançar tamanhos maiores; Eunectes deschauenseei, a
sucuri-malhada, endêmica da Ilha de Marajó; e a Eunectes
Gato Negro beniensis, a sucuri-da-bolívia.
35/130 São ainda conhecidas como arigbóia, boiaçu, boiçu, boiguaçu,
Aliado boioçu, boitiapóia, boiuçu, boiuna, sucuriju, sucurijuba,
+2 sucuriú, sucuruju, sucurujuba e viborão.
Morto-vivo. Quando Gato Negro entra em batalha o azar paira A sucuri pode viver até 30 anos, e é a segunda maior serpente
no ar fazendo com que todas as cartas utilizadas em batalha, do mundo; perdendo apenas para a piton reticulada. As
exceto campeões, tenham seus poderes afetando seus fêmeas são maiores que os machos, atingindo maturidade
próprios jogadores. Níveis permanecem fazendo efeito contra sexual por volta dos seis anos de idade. Há muitos contos
o oponente. Pode ser usado como resposta contra itens sobre ataques destas serpentes a seres humanos, no entanto,
mágico ou artefatos. a maioria dos casos são fictícios, principalmente no que se diz
respeito ao seu tamanho real. Muitos admitem terem sido
Detalhes: Tal crendice surgiu na Inglaterra, no século 16, atacados por espécies com mais de 10 metros. Os registros
quando um repentino aumento da população de gatos confirmados das maiores chegam em torno de 8 metros. A
desencadeou uma perseguição aos animais. Numa noite de maior sucuri que se tem registro por fonte confiável, foi a
1560, um gato preto foi ferido a pedradas. Encurralado, encontrada no início do século XX, pelo explorador, Marechal
refugiou-se na casa de uma velhinha, que por sinal costumava Cândido Rondon, que media 11 metros e 60 centímetros.
dar abrigo a gatos de rua. No dia seguinte, a velhinha Quanto aos ataques, existem alguns registros de vítimas fatais
apareceu toda machucada, o que fez a população achar que humanas; a exemplo, o famoso caso de um índio de 12 anos
ela era uma bruxa e o gato, um disfarce noturno. O episódio que foi devorado na década de 80 por uma sucuri de grande
bastou para condenar os gatos pretos. A matança se espalhou porte, bem como alguns adultos nativos que estavam
pela Europa e só diminuiu a partir de 1630, quando o rei Luís embriagados a beira do rio, e foram sufocados ou afogados
13 proibiu a prática. antes de serem devorados. Estes casos foram fotografados e
O gato preto é constantemente associado às bruxas. Lendas hoje as imagens são vendidas como souvenir na rodoviária de
dizem que bruxas podem transformar-se em gatos. Algumas Ji-Paraná.
pessoas acreditavam que os gatos eram os espíritos dos
mortos. Muitas superstições estão associadas aos gatos Regra: Se o campeão oponente for imune ao poder de
pretos. Uma das mais conhecidas é a de que se um gato preto Aliados, Anaconda e o campeão que a utilizou serão enviados
cruzar seu caminho, você deve voltar pelo caminho de onde para o abismo da mesma maneira.
veio, pois se não o fizer, é azar na certa.
Jacaré
Onça Pintada 38/130
36/130 Aliado
Aliado +6
+7 Nadador. Cavador. Gigante. Pode devorar um aliado de +4 ou
menos em jogo, descartando-o. Se um item mágico é jogado

Mitos e Lendas - Página 409


contra este campeão em batalha, Jacaré pode descartar um Detalhes: O Mico-leão-dourado (Leontopithecus rosalia) é um
reino destruído em jogo. primata encontrado originariamente na Mata Atlântica, no
sudeste brasileiro. Encontra-se em perigo de extinção.
Detalhes: Os jacarés são répteis carnívoros muito O mico-leão é conhecido popularmente por sauí, sagüi, sagüi-
semelhantes ao crocodilo. O que os diferencia é que os piranga, sauí vermelho, mico e outras denominações
jacarés possuem a cabeça mais curta e larga e também regionais.
possui membranas interdigitais nos polegares traseiros. Animal monógamo, uma vez formado o casal, mantém-se fiel.
Podem pesar até 80 kg e atingir 5m de comprimento. Entre os micos-leões, pequenos primatas americanos, o
Possui cerca de 80 dentes, mas só os usa quando a presa é recém-nascido não passa mais que quatro dias pendurado ao
grande, pois segura a presa e sacode até que se despedace. ventre materno. Depois disso, é o pai que o carrega, cuida
Quando a presa é pequena, o jacaré apenas engole. Há no dele, limpa-o e o penteia. A mãe só se aproxima na hora da
Brasil cinco espécies de jacarés espalhadas em várias mamada. Ele estende os braços e o pai lhe entrega o filhote,
regiões. que mama durante uns quinze minutos. mas, mesmo nessa
Durante o dia os jacarés se juntam em bandos para tomar sol hora, o pequeno não gosta que o pai se distancie.
e saem à noite para caçar. Normalmente a caça é feita dentro Atualmente, resta apenas um único local de preservação
d’água. Alimentam-se de peixes, aves, moluscos e pequenos deste animal, (restam cerca de 1000 no mundo, metade dos
mamíferos que ficam nas margens dos rios. quais em cativeiro) a Reserva Biológica de Poço das Antas,
Para reproduzir, o jacaré curva o corpo com a cauda para que representa cerca de 2% do habitat original da espécie.
baixo da fêmea até encostar a coacla na dela. As fêmeas
põem seus ovos nas margens dos rios usando folhas soltas Regra: Se o jogador oponente não tiver uma carta para doar,
para esconder o ninho. Os jacarés atacam o homem quando então o jogador possuidor de Mico Leão poderá olhar a mão
sentem que seu ninho está ameaçado. Os filhotes, após deste jogador e descartar uma carta.
aproximadamente 80 dias, nascem parecidos com os pais,
porém com 25 cm de comprimento. Chegam à fase adulta aos Colibri
cinco anos de idade onde terá aproximadamente 1,8m de 41/130
comprimento. Aliado
+1
Arara Voador. Se jogado ao lado de um lançador de magias, Colibri
39/130 pode voar em direção a qualquer pilha de descarte e roubar
Aliado uma carta de feitiço, a carta deve imediatamente ser jogada. A
+3 carta deve ser embaralha com a pilha de saque original.
Voador. Em batalha começa a grasnar e imita (copia) uma
carta oponente que esteja em combate, uso secundário. Detalhes: Os beija-flores são aves de pequeno porte, que
medem em média 6 a 12 cm de comprimento e pesam 2 a 6
Estado: Amazonas, Mato Grosso do Sul, Mato Grosso, Pará e gramas. O bico é normalmente longo, mas o formato preciso
Tocantins. varia bastante com a espécie e está adaptado ao formato da
flor que constitui a base da alimentação de cada tipo de beija-
Detalhes: A arara-azul-grande (Anodorhynchus hyacinthinus) flor. Uma característica comum é a língua bifurcada e
é uma ave da família Psittacidae, que ocorre nos biomas da extensível, usada para extrair o néctar das flores.
Floresta Amazônica e, principalmente, no do Cerrado. O esqueleto e constituição muscular dos beija-flores estão
Possui uma plumagem azul com uma pele nua amarela em adaptados de forma a permitir um vôo rápido e extremamente
torno dos olhos e fita da mesma cor na base da mandíbula. ágil. São as únicas aves capazes de voar em marcha-ré e de
Seu bico é desmesurado parecendo ser maior que o próprio permanecer imóveis no ar. O batimento das asas é muito
crânio. Sua alimentação, enquanto vivendo livremente, rápido e as espécies menores podem bater as asas 70 a 80
consiste de sementes de palmeiras (cocos), especialmente o vezes por segundo. Em contraste, as patas dos beija-flores
licuri (Attalea phalerata). são pequenas demais para a ave caminhar sobre o solo. As
Pode ser encontrada no Complexo do Pantanal onde projetos fêmeas são em geral maiores que os machos, mas
de preservação garantiram no ano de 2001 uma população de apresentam coloração menos intensa.Vivem em média 12
3.000 exemplares. Essa ave está atualmente ameaçada de anos e seu tempo de gestação é de 13 á 15 dias.
extinção, sendo as principais causas a caça, o comércio
clandestino, no qual as aves são capturadas enquanto Regra: A carta pega obrigatoriamente tem que ser usada pelo
filhotes, ainda no ninho e a degradação em seu habitat natural campeão utilizando Colibri.
através da destruição atrópica.
Tamanduá Bandeira
Regra: O poder de Arara funciona como uma cópia. 42/130
Arara só pode copiar cartas anexas ao campeão oponente. Se Aliado
a carta copiada tem poder após a batalha, o poder de Arara +5
permanece do mesmo modo. Nadador. Pode ser descartado para salvar um nadador de sair
O poder de Arara não é renovável, se ela permanecer em de jogo durante a batalha, retornando o mesmo para a mão do
jogo, permanecerá com o poder copiado até que seja jogador. Descarte cartas anexadas.
descartada.
Detalhes: O tamanduá-bandeira, urso-formigueiro-gigante ou
Mico Leão Dourado papa-formigas-gigante (Myrmecophaga tridactyla) é um
40/130 mamífero xenartro da família dos mirmecofagídeos,
Aliado encontrado nas Américas Central e do Sul.
+2 Um tamanduá-bandeira adulto pode atingir 40 kg de peso e
Por estar em perigo de extinção o adversário se sente um comprimento de 1,80 m, incluindo a cauda. Possui
obrigado a ajudá-lo fornecendo uma carta da mão, a escolha coloração cinza acastanhada, com uma banda preta que se
oponente, para o lado de Mico Leão, a qual é usada sem estende do peito até a metade do dorso, cauda comprida e
restrição. Se o oponente não contribuir, este jogador pode peluda, focinho longo e cilíndrico, pés anteriores com três
olhar sua mão e descartar uma carta. A carta doada é grandes garras e pés posteriores com cinco garras pequenas.
descartada após seu uso. Alimenta-se de formigas e cupins, capturados pela língua
comprida e aderente. Também é conhecido pelos nomes de
iurumi, jurumim, tamanduá-açu e tamanduá-cavalo.

Mitos e Lendas - Página 410


Tuiuiú Alguns produtores incorporaram couro, bambus, palhas, ouro
43/130 e prata e outras matérias primas, e o resultado final é
Aliado artesanato de alta qualidade, vendido na melhores butiques
+5 do país e que ilustram catálogo de lojas sofisticadas nos
Gigante. Voador. A maior ave brasileira, durante a batalha, grandes centros urbanos. Um artesanato rico e variado
pode ser trocada por um campeão da pilha de descarte deste
jogador, para continuar o round de combate no lugar do Regra: Se a carta sacada for usada, mesmo sendo evento,
campeão anexado, que retorna ao poço com suas cartas ela é enviada para a pilha de descarte adversária. A carta
anexadas (se legal). Tuiuiu vai para o descarte. Pode ser pega por Artemãos não é considerada em jogo até ser usada,
usada como resposta para evitar vitória automática. O logo, Wish, Gib Kcir entre outras não podem ser usadas nela.
campeão trocado é descartado no final do round de combate. Herald of Mey Lung, torna seu possuidor imune a Artemãos.
A carta pega por Artemãos, só pode ser usada direto do poço
Detalhes: Jabiru Mycteria, ave típica e símbolo do Pantanal se não necessitar de requisitos para o mesmo, se a carta for
mato-grossense, chega a 2,50 m de envergadura e 8 kg, foi um item mágico, artefato ou qualquer outra carta que
certificada pelo RankBrasil como a "Maior Ave Voadora do necessite estar anexada para ter seu poder, a mesma deverá
Brasil" ser anexada antes para ser considerada em jogo.
Tuiuiú a maior ave voadora do Brasil, encontra-se em algumas Só se pode pegar uma carta por vez com o poder de
regiões do norte do país, Mato Grosso do Sul, São Paulo, Artemãos.
Santa Catarina e Rio Grande do Sul, desde o México até o
Paraguai, o Uruguai e o norte da Argentina, sendo que as Berimbau
maiores populações estão no Pantanal e no Chaco oriental, 45/130
no Paraguai. Artefato
Tuiuiú nome usado para designar o cabeça-seca (Mycteria +5
americana), uma ave ciconiforme da família Ciconiida também DS
conhecido como jaburu, tuim-de-papo-vermelho (no Mato Durante o round de combate o campeão, unido através da
Grosso) e cauauá (no Amazonas). Ele é conhecido melodia do Berimbau, se torna um exímio guerreiro marcial se
principalmente como jabiru no sul do Brasil. esquivando (ficando imune) a qualquer carta de magia, poder
É uma ave pernalta, ele chega a ter 1,4m de comprimento e psiônico, habilidade de sangue e de habilidade de ladrão.
mais de um metro de altura, e pesar 8Kg. A envergadura (a
distância entre as pontas das asas, abertas) pode chegar a Detalhes: O berimbau é um instrumento de corda usado
quase três metros. O bico tem 30cm, é preto e muito forte, a tradicionalmente para fazer percussão na Capoeira, para
fêmea, geralmente, é menor que o macho. marcar o ritmo da luta. No Brasil é ainda conhecido pelos
Seu habitat é as margens dos rios, em árvores esparsas. A seguintes nomes: urucungo, urucurgo, orucungo, oricungo,
fêmea forma seus ninhos com a ajuda de seu companheiro, uricungo, rucungo, ricungo, berimbau metalizado, gobo,
no alto de árvores com ramos secos. Os ninhos são feitos em marimbau, bucumbumba, bucumbunga, gunga, macungo,
grupos de até seis, às vezes compartilhados a garças e outras matungo, mutungo, aricongo, arco musical e rucumbo. No sul
aves.A fêmea põe de 2 a 5 ovos brancos. de Moçambique, este instrumento tradicional tem o nome de
Sua alimentação é basicamente composta por peixes, xitende. Em Angola chamado hungu ou m'bolumbumba.
moluscos, répteis, insetos e até pequenos mamíferos. O berimbau é constituído de um arco feito de uma vara de
Também se alimenta de pescado morto, ajudando a evitar a madeira (verga) de comprimento aproximado de 1,50m a
putrefação dos peixes que morrem por falta de oxigênio nas 1,70m e um fio de aço (arame) preso nas extremidades da
épocas de seca. vara. Em uma das extremidades do arco é fixada uma cabaça
que funciona como caixa de ressonância. O tocador de
Artemãos berimbau utiliza uma pedra ou moeda (dobrão), a vareta e o
44/130 caxixi para produzir os sons do berimbau.
Artefato
FR Regra: Quando em jogo (no poço ou em combate), Berimbau
Campeão com item mágico não é capaz de usar este artefato. anula para este jogador a necessidade de se ter Ginga para
Durante a fase 3 do turno deste jogador ele pode sacar a utilizar todos os benefícios de golpes de Capoeira (cartas de
primeira carta da pilha de saque do oponente; reinos, combate desarmado apresentadas neste booster).
fortalezas, campeões e cartas regras são embaralhados
imediatamente, demais cartas ele pode deixar viradas em seu Mito ou Lenda
poço e pode utilizar até o final de seu próximo turno, após 46/130
usada a carta é descartada, se não usada ela vai para a mão Artefato
do jogador alvo deste efeito. +4
DL
Estado: Espírito Santo Deve ser usado a cada passo 3 ou perderá seus efeitos
naquele turno. Este jogador deve clamar por Mito ou Lenda
Detalhes: Piúma é o maior produtor de artesanato de conchas cortando seu deck, ele examina e descarta uma carta,
do Brasil. Cerca de 95% do artesanato em conchas produzido verificando o número, Se for par o jogador pode mitificar
e consumido no Brasil é de Piúma. qualquer campeão em jogo copiando seu ícone e poder, bem
A produção local de artesanato de conchas se perde no tempo como usar as cartas da classe. Se ímpar, ele se torna uma
e é considerada uma herança da cultura dos nativos das Lenda podendo copiar o poder de qualquer uma carta
nações Purí e Tupiniquim, que tinham suas aldeias na região. oponente, não campeão, em jogo. Somente se a carta for
Os primeiros colares eram de pequeninos búzios, chamados descartada que o poder tem efeito.
“arrozinhos”, que até hoje são produzidos, e são considerados
os mais genuínos produtos do artesanato local. E no bairro de Estado: Espírito Santo
Itaputanga, a tradição é, desde tempos imemoriais, a
produção de um colar de sementes de linhaça, muito Detalhes: Máscara feita para festividades da festa do Ticumbi.
apreciados pelos turistas.
Mas a produção atualmente se sofisticou: os artesãos locais Regra: A carta examinada obrigatoriamente deverá ser
importam matérias primas de diversas partes do mundo. São descartada para que MITO OU LENDA tenha efeito. Mito ou
produtos cerâmicos do Peru, búzios de belas formas e cores Lenda só faz efeito no poço oponente, qualquer carta fora do
da África, e pegoaris e búzios da lama, milhares deles, poço não pode ser afetada por ela.
comprados em Salvador.

Mitos e Lendas - Página 411


Eventos descartados deverão ir para o abismo reduzido a nível 1 sem poderes especiais. Ativa o seu poder
normalmente,excetua-se a regra caso haja The Azure Tower antes do combate. (Ofe)
of the Onad Fallen (24/100 DU) no poço.
Regra: O poder é ativado no início da batalha e permanece
Garrucha mesmo se o oponente anexar itens mágicos ou artefatos no
47/130 decorrer da batalha. Destruir um cavador significa descartá-
Artefato lo.
+2
BR Peixeira
Garrucha pode descartar um item mágico anexado ao 52/130
campeão oponente por round de batalha ou pode ser Item Mágico
descartada para enviar para o descarte um artefato anexado a +1
qualquer campeão em jogo, no passo 3. Em combate, mata automaticamente qualquer ladrão. Pode
ser descartada do poço a qualquer momento para eliminar um
Arapuca campeão que tenha acabado de lançar uma habilidade de
48/130 ladrão. A habilidade tem efeito normalmente. (Ofe)
Artefato
+4 Detalhes: Faca grande normalmente usada para trabalhos
RL com peixes, de onde deriva seu nome, é normalmente
Este campeão pode aprisionar um aliado oponente por round encontrada nos povos do norte e nordeste.
de batalha, ficando anexado a ele até Arapuca ser descartada,
podendo usar níveis e poderes. Se anexado a um mago este Regra: o campeão eliminado por Peixeira é enviado para o
jogador pode descartar o aliado aprisionado a qualquer descarte.
momento para cancelar uma magia em jogo.
Casaca
Detalhes: Arapuca (arataca ou urupuca) é um artefato, de 53/130
origem indígena no Brasil, que consiste numa armadilha, feita Item Mágico
de paus, destinada a pegar vivos aves, pequenos mamíferos, +3
ou outros animais de caça. Age como um amuleto sonoro afastando qualquer criatura,
fazendo com que monstros, dragões e mortos-vivos não
Regra: No poço os aliados aprisionados não tem poder ou possam defender contra este campeão. Se anexada no meio
nível. Arapuca pode prender aliados já em jogo ou recém da batalha o campeão oponente volta ao poço derrotado.
jogados. (Ofe)

Esfera de Todos os Mundos Estado: Espírito Santo


49/130
Artefato Detalhes: Casaca é um instrumento musical que surgiu há
+3 muito tempo, pela influência dos negros. Eles, os negros, para
AD&D descontar a raiva que sentiam dos patrões, criaram a casaca.
Pode ser anexada em campeões de qualquer mundo. O OBS.: a história também informa que a casaca é instrumento
mundo deste campeão se torna o mundo de todos os criado pelos índios Tupiniquins, Espírito Santo. Há muitos
campeões deste jogador e artefatos anexados podem ser registros nesse sentido.
transferidos de um campeão para outro a escolha deste A casaca tem uma cabeça sobre um pedaço de madeira fino e
jogador no passo 3. Se este artefato for descartado, somente abaixo tem um pedaço de madeira mais grosso, que se
artefatos anexados em campeões de mesmo mundo podem parece com uma costela.
permanecer anexados, outros são descartados. Artefatos de Diz a lenda então, que os escravos seguravam o pescoço,
mundos diferentes já em jogo são descartados. como se estivessem enforcando os senhores que lhe tivessem
feito mal, e tocavam como se estivessem machucando a
costela de seus patrões.
Cachoeira do Facão
A casaca, é um instrumento muito conhecido nas regiões do
50/130 congo e também na cultura brasileira principalmente no
Artefato estado do Espírito Santo.
+2
DS Regra: A segunda parte do poder descrito no texto da carta
Enquanto este artefato estiver em jogo todas as cartas após o ponto, é apenas um complemento explicativo e não um
Dungeons e Cartas Regras perdem seus poderes. Se for segundo poder.
descartado é embaralhado de volta a pilha de saque.
Boneca Carajá
Estado: Minas Gerais
54/130
Detalhes: Localizado a 9 km de Lavras Novas, a Cachoeira Item Mágico
do Falcão possui uma queda com cerca de 10 m de altura e +3
2,5 m de largura. Ela se localiza fora da cidade sentido Esta boneca possui uma aura de intervenção muito antiga que
Vilarejo da Chapada. Chegando ao primeiro trevo vire à permite que seu possuidor descartá-la para anular uma carta
esquerda, o atrativo está do lado direito da estrada, a cerca de resposta que cancele, ignore, reflita ou redirecione qualquer
cinco minutos de caminhada. tipo de efeito. Não pode ser usada em eventos. (Def)

Estado: Goiás e Tocantins


Armas de Guerra
51/130 Detalhes: Os carajás (também karajás) são um grupo
Item Mágico indígena que falam uma língua alocada ao tronco linguístico
+5 macro-jê, que também inclui as famílias jê e maxacali. Os
Só pode ser unida em campeões de Dark Sun. Em combate carajás habitam a região do rio Araguaia desde que deles se
destrói imediatamente campeões cavadores. Se o campeão tem notícia.
oponente não portar itens mágicos ou artefatos, esse é Dividem-se em três subgrupos que também correspondem
aos três dialetos por eles falados: os carajás propriamente

Mitos e Lendas - Página 412


ditos, os javaés e os xambioás (por vezes referidos como Usável por qualquer campeão (exceto monstros), desde que o
carajás-do-norte). Eles se auto-denominam inã, que é um poço tenha um campeão de Mitos e Lendas. O campeão se
termo comum aos três sub-grupos. Algumas classificações torna imune a Cartas de Combate Desarmado. Ginga só pode
consideram os javaés como um grupo distinto, embora eles ser descartada quando este campeão for descartado. (Def
partilhes a mesma cultura e a mesma vida ritual dos carajás e /3/4)
xambioás, apenas se distinguindo por alguns Detalhes.
Habitam tradicionalmente as margens do rio Araguaia, a partir Detalhes: A história da capoeira começa no século XVI, na
da cidade de Aruanã no estado de Goiás, a Ilha do Bananal, época em que o Brasil era colônia de Portugal. A mão-de-obra
onde se concentra o maior número de aldeias, até as aldeias escrava africana foi muito utilizada no Brasil, principalmente
xambioás, já no estado de Tocantins, próximos do município nos engenhos (fazendas produtoras de açúcar) do nordeste
de Santa Fé do Araguaia. brasileiro. Muitos destes escravos vinham da região de
Viveram tradicionalmente da agricultura, da caça de animais Angola, também colônia portuguesa. Os angolanos, na África,
da região (caititu, anta) e principalmente da pesca. faziam muitas danças ao som de músicas.
Atualmente, devido à pressão da colonização brasileira e da Ao chegarem ao Brasil, os africanos perceberam a
criação de uma dependência quanto aos bens dos não-índios, necessidade de desenvolver formas de proteção contra a
acabam por comercializar uma parte dos produtos da pesca, violência e repressão dos colonizadores brasileiros. Eram
artesanato, entre outras atividades comerciais. constantemente alvos de práticas violentas e castigos dos
As aldeias carajás são formadas por uma ou mais fileira de senhores de engenho. Quando fugiam das fazendas, eram
casas residencias ao longo do rio e, afastada delas e voltada perseguidos pelos capitães-do-mato, que tinham uma maneira
para a mata, uma casa conhecida como "idjassó hetô", ou de captura muito violenta.
"casa de Aruanã". Pode também ser chamada de "casa dos Os senhores de engenho proibiam os escravos de praticar
homens". Esta casa afastada é o centro da vida ritual. qualquer tipo de luta. Logo, os escravos utilizaram o ritmo e os
O calendário ritual dos carajás intensifica-se com a cheia do movimentos de suas danças africanas, adaptando a um tipo
rio Araguaia (entre dezembro e fevereiro). Pode ser dividido de luta. Surgia assim a capoeira, uma arte marcial disfarçada
em dois grandes ciclos rituais, o "Hetôhokã", ou "Festa da de dança. Foi um instrumento importante da resistência
Casa Grande", quando se admitem os rapazes à "Casa do cultural e física dos escravos brasileiros.
Homens", e o "Idjassó Anarakã", ou "Dança dos Aruanãs", que A prática da capoeira ocorria em terreiros próximos às
os coloca em contato com entidades espirituais que povoam o senzalas (galpões que serviam de dormitório para os
cosmo. escravos) e tinha como funções principais à manutenção da
Os carajás concebem o universo como formado por três cultura, o alívio do estresse do trabalho e a manutenção da
camadas: um mundo subaquático de onde surgiu a saúde física. Muitas vezes, as lutas ocorriam em campos com
humanidade e onde habitam os "idijaçós" -- entidades pequenos arbustos, chamados na época de capoeira ou
protetoras e antepassados míticos dos carajás --; o mundo capoeirão. Do nome deste lugar surgiu o nome desta luta.
terrestre, visível a qualquer um e morada dos atuais carajás; e Até o ano de 1930, a prática da capoeira ficou proibida no
o mundo das chuvas, onde moram entidades poderosas e Brasil, pois era vista como uma prática violenta e subversiva.
onde é o destino das almas dos xamãs. A comunicação com A polícia recebia orientações para prender os capoeiristas que
esse mundo cósmico é assegurada pela existência do xamã, praticavam esta luta. Em 1930, um importante capoeirista
cuja atuação é reconhecida sempre como ambígua: traz as brasileiro, mestre Bimba, apresentou a luta para o então
curas e as entidades, mas pode trazer a doença e a morte. presidente Getúlio Vargas. O presidente gostou tanto desta
arte que a transformou em esporte nacional brasileiro.
Regra: Pode ser descartada a qualquer momento, da mão ou
do poço, para anular qualquer TIPO de carta resposta, não Regra: Como toda carta de combate desarmado, esta
evento, recém usada. também é naturalmente usável por heróis, não necessitando
Somente cartas que CANCELEM, IGNOREM, ANULEM, haver no poço um campeão de MITOS E LENDAS.
REFLITAM ou REDIRECIONEM podem ser anuladas. Não Ginga é uma carta de esquiva que amplia o poder de outras
funciona com cartas que NEGAM ou COPIAM efeitos. Cartas neste booster. Um campeão com Ginga anexada pode usar
que serenizam (Delsenora, Dragon’s Calm, etc.) não são todos os benefícios escritos nas cartas de outros golpes da
afetadas por essa carta. capoeira.
Uma Carta Resposta que entre em jogo, mas, não tenha sido A carta Berimbau (45 MT) supri o mesmo efeito de Ginga para
usada como resposta, não pode ser anulada por Boneca dar mais poder as outras cartas de combate desarmado desta
Carajá. série.

Potes do Tempo Mortal e Rasteira


55/130 58/130
Item Mágico Carta de Combate Desarmado
Durante a fase 3, este jogador pode descartar Potes do +3
Tempo para retornar, da pilha de descarte, um artefato e Usável por qualquer campeão (exceto monstros), desde que o
colocar em jogo.(Def) poço tenha um campeão de Mitos e Lendas. Cancela qualquer
carta de Combate Desarmado ofensiva. Se utilizada com
Regra: A pilha de descarte é do possuidor de Potes do Ginga, o campeão se torna imune a eventos durante o
Tempo. combate. (Def/4)

Arco e Flecha Regra: Como toda carta de combate desarmado, esta


56/130 também é naturalmente usável por heróis, não necessitando
Item Mágico haver no poço um campeão de MITOS E LENDAS.
+5 Ginga é a carta número 57 da série MITOS E LENDAS, que
Pode ser anexada apenas em índios, elfos ou heróis. Quando se já estiver anexada ao campeão antes do uso de Mortal e
atacando, antes do combate, o campeão anexado pode matar Rasteira permite o uso do segundo poder.
um mago no poço oponente.(Ofe)
Au Rodado
Ginga 59/130
57/130 Carta de Combate Desarmado
Carta de Combate Desarmado +2
+2 Usável por qualquer campeão (exceto monstros), desde que o
poço tenha um campeão de Mitos e Lendas. O campeão não

Mitos e Lendas - Página 413


pode ser morto instantâneamente em combate. Se utilizada Ginga, o bônus se torna +12 e força o oponente a sacar e
com Ginga, esta carta pode ser descartada para trazer do enviar para o abismo uma carta da pilha de saque. (Ofe/4)
descarte uma carta de Combate Desarmado. (Def/3/4)
Regra: Como toda carta de combate desarmado, este
Regra: Como toda carta de combate desarmado, esta também é naturalmente usável por heróis.
também é naturalmente usável por heróis, não necessitando Ginga é a carta número 57 da série MITOS E LENDAS, que
haver no poço um campeão de MITOS E LENDAS. se já estiver anexada ao campeão antes do uso de Martelo
Se usado com Ginga, Au Rodado pode trazer qualquer carta Armada permite o uso do segundo poder.
de Combate Desarmado de volta do descarte, e não apenas
da série Mitos e Lendas. Vôo do Morcego
E o trecho "O campeão não pode ser morto instantaneamente 64/130
em combate" significa que esta carta pode ser jogada em Carta de Combate Desarmado
resposta a um efeito que cause a morte do campeão lançador. +3
Ginga é a carta número 57 da série MITOS E LENDAS, que Usável por qualquer campeão (exceto monstros), desde que o
se já estiver anexada ao campeão antes do uso de Au poço tenha um campeão de Mitos e Lendas. Este incrível
Rodado permite o uso do segundo poder. golpe derruba (descarta) qualquer campeão que não seja
monstro ou tenha (ou possa jogar) um item mágico. Se
Benção utilizado com Ginga, o adversário não pode usar aliados.
60/130 (Ofe/4)
Carta de Combate Desarmado
+1 Regra: Como toda carta de combate desarmado, este
Usável por qualquer campeão (exceto monstros), desde que o também é naturalmente usável por heróis.
poço tenha um campeão de Mitos e Lendas. Descarta Vôo do Morcego obriga o campeão, não monstro, a ter ou
qualquer um item mágico oponente. Se utilizado com Ginga, jogar um item mágico imediatamente ou ser descartado.
descarta qualquer artefato, carta de poder psiônico ou Ginga é a carta número 57 da série MITOS E LENDAS, que
habilidade de ladrão que esteja em jogo. (Ofe) se já estiver anexada ao campeão antes do uso de Vôo do
Morcego permite o uso do segundo poder.
Regra: Como toda carta de combate desarmado, esta
também é naturalmente usável por heróis, não necessitando Samba e Folia
haver no poço um campeão de MITOS E LENDAS. 65/130
Ginga é a carta número 57 da série MITOS E LENDAS, que Evento
se já estiver anexada ao campeão antes do uso de Benção O batuque do Samba é contagiante obrigando a todos a cair
permite o uso do segundo poder. na Folia. Todos os jogadores são obrigados a escolher e
executar uma das seguintes ações. 1 - Comprar duas cartas
Meia Lua de Compasso extras, porém deve ficar dois turnos sem colocar nenhuma
61/130 carta em jogo (exceto reino). 2 - Voltar uma carta da pilha de
Carta de Combate Desarmado descarte, porém não pode lançar nada, até o final do seu
+5 próximo turno. 3 - Destruir um reino em jogo, porém deve
Usável por qualquer campeão (exceto monstros), desde que o descartar um campeão com carta anexada de seu poço.
poço tenha um campeão de Mitos e Lendas. Bônus se torna (Maléfico)
+8 contra campeões não heróis. Se utilizado com Ginga, força
o oponente a sacar e descartar uma carta, checando o último Detalhes: O Carnaval é um período de festas regidas pelo
dígito. Se 0,1 ou 2, é nocauteado (descartado). (Ofe/4) ano lunar no Cristianismo da Idade Média. O período do
Carnaval era marcado pelo "adeus à carne" ou "carne vale"
Regra: Como toda carta de combate desarmado, esta dando origem ao termo "Carnaval". Durante o período do
também é naturalmente usável por heróis, não necessitando Carnaval havia uma grande concentração de festejos
haver no poço um campeão de MITOS E LENDAS. populares. Cada cidade brincava a seu modo, de acordo com
Ginga é a carta número 57 da série MITOS E LENDAS, que seus costumes. O Carnaval moderno, feito de desfiles e
se já estiver anexada ao campeão antes do uso de Meia Lua fantasias, é produto da sociedade vitoriana do século XIX. A
de Compasso permite o uso do segundo poder. cidade de Paris foi o principal modelo exportador da festa
carnavalesca para o mundo. Cidades como Nice, Nova
Chapéu de Couro Orleans, Toronto e Rio de Janeiro se inspirariam no Carnaval
62/130 francês para implantar suas novas festas carnavalescas.
Carta de Combate Desarmado Em 2005 o Carnaval de Salvador, Bahia, Brasil está no
+2 Guinness Book como a maior festa de rua do mundo.[1]
Usável por qualquer campeão (exceto monstros), desde que o Recife, Pernambuco, Brasil possui o maior bloco de carnaval
poço tenha um campeão de Mitos e Lendas. A beleza deste do mundo, o Galo da Madrugada.
golpe engana o oponente fazendo com que descarte qualquer
ítem mágico e artefato anexado. Se utilizado com Ginga, o Regra: A opção 1 - Comprar duas cartas extras, porém deve
adversário não pode usar magias nesta batalha. (Ofe/4) ficar dois turnos sem colocar nenhuma carta em jogo (exceto
reino). Nenhuma carta pode ser baixada ou jogada de nenhum
Regra: Como toda carta de combate desarmado, esta tipo, nem mesmo para ataque ou defesa.
também é naturalmente usável por heróis, não necessitando Opção 2 - Voltar uma carta da pilha de descarte, porém não
haver no poço um campeão de MITOS E LENDAS. pode lançar nada, até o final do seu próximo turno. Lançar
Ginga é a carta número 57 da série MITOS E LENDAS, que refere-se a magias, cartas de poder psiônico, habilidades de
se já estiver anexada ao campeão antes do uso de Chapéu de sangue ou ladrão e cartas de combate desarmado.
Couro permite o uso do segundo poder. Opção 3 - Destruir um reino em jogo, porém deve descartar
um campeão com carta anexada de seu poço. As cartas
anexadas refere-se a ítens mágicos e artefatos, qualquer
Martelo Armada
outra carta anexada não habilita o campeão a ser descartado
63/130 para destruir o reino.
Carta de Combate Desarmado
+9
Frevo
Usável por qualquer campeão (exceto monstros), desde que o
poço tenha um campeão de Mitos e Lendas. Se utilizado com 66/130
Evento

Mitos e Lendas - Página 414


O ritmo hipnótico desta dança contagia a todos os jogadores século XVIII. Foi criado para formar uma critíca as cortes
fazendo com que todas as cartas extras sacadas sejam portuguesas.
divididas entre todos os jogadores. O jogador de Frevo recebe Os Maracatus mais antigos do Carnaval do Recife, também
a maior parte e o dono da carta alvo tem sua cota menor. conhecidos como Maracatu de Baque Virado ou Maracatu
Pode ser usada como resposta. Dura até o final do próximo Nação, nasceram da tradição do Rei do Congo, implantada no
turno deste jogador. (Maléfico) Brasil pelos portugueses. O mais remoto registro sobre
Maracatu data de 1711, de Olinda, e fala de uma instituição
Estado: Pernambuco que compreendia um setor administrativo e outra, festivo, com
teatro, música e dança. A parte falada foi sendo eliminada
Detalhes: A palavra frevo vem de ferver, por corruptela, lentamente, resultando em música e dança próprias para
frever, que passou a designar: efervescência, agitação, homenagear a coroação do rei: o Maracatu.
confusão, rebuliço; apertão nas reuniões de grande massa Parece que a palavra "maracatu" primeiro designou um
popular no seu vai-e-vem em direções opostas, como o instrumento de percussão e, só depois, a dança que se
Carnaval, O Frevo é um ritmo pernambucano derivado da dançava ao som deste instrumento. Os cronistas portugueses
marcha, do maxixe e da capoeira. Surgido no Recife no final chamavam aos "infiéis" de nação, nome que acabou sendo
do Século XIX, o frevo se caracteriza pelo ritmo extremamente assumido pelo colonizado. Os próprios negros passaram a
acelerado. Muito executado durante o carnaval, eram comuns autodenominar de nações a seus agrupamentos tribais. As
conflitos entre blocos de frevos, em que capoeiristas saíam à nações sobreviventes descendem de organizações de negros
frente dos seus blocos para intimidar blocos rivais e proteger deste tipo, e nos seus estandartes escrevem CCMM (Clube
seu estandarte. Da junção da capoeira com o ritmo do frevo Carnavalesco Misto Maracatu).
nasceu o passo, a dança do frevo.
Até as sombrinhas coloridas seriam uma estilização das Regra: Maracatu deve ser jogador antes do fim da batalha.
utilizadas inicialmente como armas de defesa dos passistas.
A dança do frevo pode ser de duas formas, quando a multidão Garantido
dança, ou quando passistas realizam os passos mais difíceis, 68/130
de forma acrobática. O frevo possui mais de 120 passos Evento
catalogados. Durante a batalha este jogador pode substituir o campeão
Pode-se afirmar que o frevo é uma criação de compositores adversário que está combatendo, por outro campeão em jogo,
de música ligeira, feita para o carnaval. Os músicos pensavam a escolha deste jogador, este será considerado como
em dar ao povo mais animação nos folguedos. No decorrer do oponente. A batalha continua normalmente. O campeão
tempo, a música ganha características próprias retorna ao poço de origem após o término da batalha.
acompanhadas por um bailado inconfundível de passos soltos (Maléfico)
e acrobáticos.
Estado: Amazonas
Regra: Esta carta reparte a QUANTIDADE de cartas que
seriam sacadas por um único jogador, entre todos os Detalhes: O Boi Garantido é uma das duas agremiações
jogadores, sendo que cada jogador sacará a quantidade de folclóricas que competem anualmente no Festival Folclórico
sua própria pilha de saque. de Parintins, no Amazonas.
O jogador de Frevo sempre recebe o maior número de cartas, O nome Garantido surgiu do próprio criador, Lindolfo
logo, se a quantidade de cartas sacadas for 1, só ele recebe, Monteverde, que em suas toadas sempre lembrava aos
se for ímpar ele receberá a maior quantidade, se for em jogos torcedores do Caprichoso que seu bumbá sempre saía inteiro
de múltiplos jogadores a partilha começa com ele, depois para dos confrontos de ruas que, na época, eram rotineiros. Dizia
o próximo jogador na ordem de jogo e por último o jogador Lindolfo que, nas “brigas” com os "contrários", a cabeça de
afetado por Frevo. Se o próximo jogador na ordem for o seu boi nunca quebrava ou ficava avariada, “isso era
jogador afetado, este será alternado com o próximo na ordem garantido”
de jogo. A brincadeira foi evoluindo e, em 1965, aconteceu o primeiro
Em caso de jogado com cartas que gerem saque de vários Festival Folclórico de Parintins, mas não houve participação
jogadores, o possuidor de Frevo receberá sempre a maior dos bumbás. A primeira disputa veio no segundo Festival,
parcela, das cartas dele e dos outros jogadores. Em jogos de quando o Garantido enfrentou o Caprichoso. Em 42 festivais,
somente dois jogadores, em saques de quantidades pares os o Garantido conquistou 26 títulos e é o único que chegou a ser
dois jogadores recebem quantidades iguais. pentacampeão da disputa, nos anos 80. O primeiro empate da
história do evento aconteceu no ano de 2000.
Cúpula BSW 2016: quando o saque de cartas extras é Em sua história, lhe foram atribuídos vários slogans
redirecionado para outro jogador pelo uso de cartas como carinhosos, como: “Boi da Promessa”, “Boi do Coração”,
Hijacking e Frevo, a carta que provocou a mudança não passa “Brinquedo de São João”, “Boi do Povão” e outros. O mais
a ser considerada a fonte das cartas extras, funcionando de popular é “Brinquedo de São João”, de autoria de Lindolfo
forma análoga a Deflection e Re-Target, não podendo ser Monteverde para homenagear o santo a quem se apegou para
afetada pelo aliado Block Golem ou pela fortaleza Not So curar a doença que o ameaçava quando servia o exército. Os
Fast. dirigentes preservam até os dias atuais este slogan como
forma de reconhecimento a Lindolfo, o fundador do boi.
Maracatu
67/130 Regra: O Campeão trocado retorna ao poço com suas cartas
Evento anexadas (itens mágicos e artefatos), demais cartas são
Seu ritmo frenético coroa reis e rainhas da nação. Jogue descartadas imediatamente (Aliados, magias, psionic powers
Maracatu em combate quando atacando com um regente. Se cards, etc) o novo campeão assume a batalha do instante que
vencer a batalha, este jogador pode destruir o reino ou esta parou. Cartas anexadas ao atacante permanecem.
descartar a Dungeon que estiver atacando. Maracatu é
descartado após seu uso. (Maléfico)
Estado: Pernambuco Caprichoso
69/130
Detalhe: Maracatu é uma manifestação cultural da música Evento
folclórica pernambucana afro-brasileira. É formada por uma Este jogador pode pegar um campeão em jogo para defender
percussão que acompanha um cortejo real. Como a maioria seus reinos. Se vencer ele saca espólios e este campeão
das manifestações populares do Brasil, é uma mistura das retorna ao poço de origem. Se perder este campeão é
culturas indígena, africana e européia. Surgiu em meados do descartado. (Maléfico)

Mitos e Lendas - Página 415


Estado: Amazonas saque e escolher uma e usar como Espólio de Vitória.
(Benéfico)
Detalhes: O Boi Caprichoso, representado principalmente
pela cor azul, é uma das duas agremiações que competem Detalhes: no folclore brasileiro, é uma bola de fogo que indica
anualmente no Festival Folclórico de Parintins, no Amazonas. os locais onde se encontram jazidas de ouro que não devem
O Boi-Bumbá Caprichoso tem sua história atrelada a uma ser exploradas. Às vezes, pela madrugada essa bola de fogo
família. A professora e folclorista parintinense Odinéia se transformaria também em uma belíssima mulher com um
Andrade afirma que o bumbá foi fundado em 1913 pelos vestido longo de seda e com cabelos dourados refletindo luz e
irmãos Raimundo Cid, Pedro Cid e Félix Cid. Os três teriam voando pelos ares. Em alguns locais do Brasil, toma a forma
migrado do município de Crato, no Ceará, passando pelos de uma mulher bonita que habita cavernas, e, após atrair
estados do Maranhão e Pará, até chegarem à ilha, onde homens que maltratam as esposas, os faz largar suas
fizeram uma promessa a São João Batista para obterem famílias, mas trata de não deixar a mulher sofrendo, e coloca
prosperidade na novo município. Isso foi motivado pelas outra pessoa em seu caminho.
influências recebidas pelos Cid durante a trajetória até a ilha,
quando puderam conhecer vários folguedos juninos por onde Convocação
passaram. Duas manifestações folclóricas chamaram a 73/130
atenção: o Bumba-Meu-Boi, maranhense, e a Marujada Evento
paraense. Andrade (2006) afirma que o Boi Caprichoso Todos os campeões deste jogador podem usar qualquer carta
assimilou elementos desses dois folguedos, uma vez que o de combate desarmado da série Mitos e Lendas. Permanece
bumbá adotou como cores oficiais o azul e o branco, usadas em jogo até ser cancelado. (Benéfico)
nos trajes dos marujos, e denominou seu grupo de
batuqueiros, responsáveis pelo ritmo na apresentação do boi Detalhes: Imagem de uma pessoa tocando Berimbau
de Marujada de Guerra. Há outra versão, supostamente
verdadeira, de que o Caprichoso surgiu de uma dissensão do
Rebater
Boi Galante, por volta de 1925 ou 1929, tendo assim 80 anos
de existência e não 95 como lhe é atribuído. 74/130
Evento
Regra: Este evento é jogado quando seu possuidor estiver Este jogador pode rebater uma carta ofensiva de habilidade
sendo atacado. Dura somente um round de combate. de sangue, habilidade de ladrão ou combate desarmado
lançada contra seu poço, mão ou formação, para outro alvo
válido em jogo, a escolha deste jogador. (Benéfico)
Raça e Garra
70/130 Detalhes: Posição de Capoeira
Evento
Anexe Raça e Garra a uma de suas cartas, todas as cartas Regra: Para ser rebatida, obrigatoriamente precisa haver um
em jogo do mesmo ícone da carta anexada, exceto reino, são alvo válido para receber os efeitos da carta ofensiva rebatida.
enviadas para o limbo até o final do próximo turno deste Não pode ser usada em cartas que afetem dois ou mais
jogador. Este jogador perde todas as imunidades enquanto jogadores.
esta carta tiver efeito. (Maléfico)
Cúpula BSW 2013: Cartas que possuam o termo
Caos do Tempo “oponente” em seu texto, quando refletidas, tem seu efeito
71/130 normal no lançador original (ConGame/Rebater –
Evento Espionage/Deflection, etc.)
Este evento somente pode ser jogado no turno deste jogador.
Este jogador recebe um novo passo 3,4 ou 5 extra Cúpula BSW 2015: Rebater pode ser jogado mesmo sem
independente do seu passo atual. Quaisquer cartas em jogo já um alvo válido, nos moldes de outros counters (Deflection,
utilizadas neste passo podem ser reutilizadas, cartas que Contrafeitiço, etc.).
foram utilizadas neste turno e saíram do jogo, se retornarem,
não podem ser reutilizadas. Qualquer carta jogada para reter Mortal
o poder de Caos do Tempo não pode ser cancelada ou 75/130
negada. (Maléfico) (Benéfico) Evento
Jogue Mortal em uma carta oponente, exceto reino, Dungeon
Estado: Bahia e Regra, ele terá que descartá-la, se o fizer, ele lança Mortal
em uma carta de um outro jogador, que também irá descartá-
Detalhes: A Bahia oferece várias opções de artesanato, como la. Mortal permanece fazendo efeito em múltiplos jogadores
belas e originais peças indígenas, cerâmicas artísticas e até que cada jogador destrua e descarte um reino para ficar
utilitárias e até instrumentos musicais. imune aos seus efeitos. (Maléfico)
Regra: Entende-se como “cartas que foram utilizadas neste
turno e saíram do jogo” aquelas que tem o poder ativado Detalhe: Pulo executado durante roda de capoeira
mediante o descarte da mesma ou envio para o abismo, limbo Regra: Cada jogador só poderá lançar MORTAL em outro
ou Void. Ex: Korgunard, the Avangion, Gib Kcir, habilidades de jogador se sofrer os efeitos da mesma, caso contrário o efeito
ladrão que saíram e voltaram, etc... de Mortal é anulado automaticamente. Caso não haja
Este jogador pode ter um novo passo 4 independente de estar nenhuma carta no poço Mortal perde o seu efeito.
impedido por cartas como Desintegrar ou Estate
Transference.
Abandonar o Navio
Cúpula BSW: passa a ser considerado um evento benéfico. 76/130
Evento
Deve ser jogado imediatamente assim que um reino deste
Mãe do Ouro
jogador for descartado por força oponente. O reino vai para o
72/130 limbo e no início do próximo turno ele retorna para a
Evento formação. O reino não é considerado recém jogado.
A Mãe do Ouro surge por entre as montanhas como um facho (Benéfico)
de luz amarela, indicando onde há ouro. Até o final do próximo Regra: Pode ser usado em reinos descartados durante a
turno, todo Espólio de Vitória recebido por este jogador, lhe batalha.
dará o direito de olhar as 5 últimas cartas de sua pilha de

Mitos e Lendas - Página 416


Clamor José - tornando D. João o herdeiro da Coroa com o título de
77/130 Príncipe do Brasil. Em função da doença mental de sua mãe,
Evento D. Maria I, ele assumiu a regência em nome da rainha em 10
Só pode ser usado em jogos de 3 ou mais jogadores. Cada de fevereiro de 1792. Posteriormente, em 13 de julho de 1799,
jogador oponente deve ceder uma carta a ser usada por este tornou-se príncipe-regente em nome próprio,
jogador em batalha. Aquele que não atender o Clamor deve
descartar um campeão com carta anexada. (Maléfico) Os 300 Picaretas
Regra: somente cartas que possam ser usadas podem ser 80/130
cedidas. A escolha do campeão a ser descartado é de seu Evento
próprio possuidor. Todos os campeões deste jogador podem usar Habilidades de
Se não houver campeão com carta anexada, o jogador Ladrão. Não pode ser copiado e fica em jogo até ser
atingido por Clamor ainda assim deve descartar um campeão cancelado. (Benéfico)
do poço, se não houver campeão no poço deve descartar um
campeão da mão. Entradas e Bandeiras
81/130
Tratado de Tordesilhas Evento
78/130 Qualquer campeão no poço deste jogador torna-se
Evento aventureiro. Poderes não são alterados. Todas as restrições
Não pode ser copiado e fica em jogo até ser cancelado. Divide ao ataque dos reinos oponentes são canceladas, permitindo a
a formação deste jogador em duas. Somente os três primeiros este jogador atacar com quaisquer campeões e aliados. Não
reinos da formação podem ser explorados normalmente. Os pode ser copiado e fica em jogo até ser cancelado. (Maléfico)
outros são imunes a ser atacados, destruídos ou descartados. Detalhes: A expressão Entradas e bandeiras é utilizada para
Clérigos podem atacar normalmente e Border Garrison não é designar, genericamente, os diversos tipos de expedições
beneficiado por ele. (Benéfico) empreendidas à época do Brasil Colônia, com fins tão
diversos como os de simples exploração do território, busca
Detalhes: O Tratado de Tordesilhas, assinado na povoação de riquezas minerais, captura ou extermínio de escravos
castelhana de Tordesilhas em 7 de Junho de 1494, foi um indígenas ou mesmo africanos.
tratado celebrado entre o Reino de Portugal e o recém- Ainda de maneira geral, considera-se que as chamadas
formado Reino de Espanha[1] para dividir as terras Entradas tinham a finalidade de expandir o território, eram
"descobertas e por descobrir" por ambas as Coroas fora da financiadas pelos cofres públicos e com o apoio do governo
Europa. Este tratado surgiu na sequência da contestação colonial em nome da Coroa de Portugal, ou seja, eram
portuguesa às pretensões da Coroa espanhola resultantes da expedições organizadas pelo governo de Portugal. As
viagem de Cristóvão Colombo, que ano e meio antes chegara Bandeiras eram iniciativas de particulares, associados ou não,
ao chamado Novo Mundo, reclamando-o oficialmente para que com recursos próprios buscavam obtenção de lucros.Ou
Isabel a Católica. O tratado definia como linha de demarcação seja eram expedições organizadas por bandeirantes.
o meridiano 370 léguas a oeste do arquipélago de Cabo
Verde. Esta linha estava situada a meio-caminho entre estas Regra: Tornar os campeões deste jogador em Aventureiros é
ilhas (então portuguesas) e as ilhas das Caraíbas descobertas tida como benéfica.
por Colombo, no tratado referidas como "Cipango"[2] e Entradas e Bandeiras anula o poder das cartas que geram
Antília[3]. Os territórios a leste deste meridiano pertenceriam a restrições ao ataque para este jogador, ela não é uma carta
Portugal e os territórios a oeste, à Espanha. O tratado foi “counter” e também não descarta as cartas afetadas.
ratificado pela Espanha a 2 de Julho e por Portugal a 5 de
Setembro de 1494. Feitiço de Guerra
82/130
Regra: Os três primeiros reinos refere-se a reinos que estejam Carta de Poder Psiônico
nas posições A, B e C. Esta poderosa ilusão faz com que os oponentes deste
Os reinos que estiverem nas posições D, E e F não podem ser campeão sejam encantados permitindo que este campeão
alvo de poderes de cartas ou serem atacados. tenha o seu poder e das cartas anexas primeiro que o
atacante, tanto atacando quanto defendendo. Dura até ser
Nomeação de D. João VI cancelada. (Def 3/5)
79/130
Evento Pororoca
Todos os campeões deste jogador podem usar Habilidades de 83/130
Sangue. Não pode ser copiado e fica em jogo até ser Carta de Poder Psiônico
cancelado. (Benéfico) Este poder psiônico invoca uma força da natureza tão
Detalhes: João Maria José Francisco Xavier de Paula Luís poderosa que envia um evento maléfico recém lançado para o
António Domingos Rafael - o futuro D. João VI - nasceu em 13 limbo pelo mesmo número de turnos que o último digito do
de maio de 1767, no Palácio Real da Ajuda, nas cercanias de evento, mínimo de 1 turno. Ao retornar o evento tem efeito
Lisboa, e morreu em 10 de março de 1826, no Paço da normalmente e não pode ser negado ou cancelado. (Ofe)
Bemposta, na mesma cidade,com quase 59 anos de idade.
Como príncipe ou rei, nos 34 anos de seu governo (1792- Estados: Amazonas, Pará e Amapá
1826), D. João foi personagem da história luso-brasileira em
diversos momentos significativos. Ele participou de vários Detalhes: A pororoca (do tupi "poro'roka", de "poro'rog",
acontecimentos, freqüentemente analisados pela historiografia estrondar) é um fenômeno natural produzido pelo encontro
como: a transferência da Corte portuguesa para o Brasil e a das correntes fluviais com as águas oceânicas.
abertura dos portos brasileiros às nações amigas (1808); a Pororoca: Elevação repentina de grandes massas de água
assinatura dos tratados de comércio com a Inglaterra (1810); junto a foz de grandes rios como o Amazonas;provocadas
a elevação do Brasil a Reino Unido de Portugal e Algarves pelo encontro de marés ou de correntes contrárias. Atinge a
(1815); a repressão militar à Revolta Pernambucana (1817); o altura de 3 a 6m.
retorno da família real a Portugal (1821); o reconhecimento da É melhor percebido quando da mudança das fases da Lua, ou
independência política do Brasil (1825), proclamada em 1822, seja, desde dois dias antes até três dias após, particularmente
por seu filho, D. Pedro I. nos equinócios em cada hemisfério, e com maior intensidade
entre 1767 e 1807, e é marcada por episódios como seu quando das ocorrências de maré viva (sizígia), nas Lua Cheia
casamento com a infanta da Espanha, D. Carlota Joaquina (8 e Nova.
de maio de 1785) e pela morte de seu irmão primogênito, D.

Mitos e Lendas - Página 417


O fenômeno das marés, ao elevar o nível das águas seu possuidor e somente poderá ser jogada no próximo turno
oceânicas, faz com que as mesmas invadam a daquele jogador. (Ofe)
desembocadoura dos rios, podendo formar ondas de até
dezenas de metros de largura, pode chegar a medir de três a Detalhes: Imagem de entalhe de madeira de paisagem
seis metros de altura, e velocidades de até trinta a cinqüenta folclórica
quilômetros por hora (10 a 15 milhas por hora). Esta poderosa
onda pode durar de quinze á trinta minutos. Regra: Considera-se carta entrando em jogo, qualquer carta
O fenômeno manifesta-se, no Brasil, na foz do rio Amazonas e que seja jogada naquele momento, seja ela de qualquer tipo.
afluentes do litoral paraense e amapaense (rio Araguari, rio Re-Target não pode ser usada nesta carta. Não pode ser
Maiacaré, rio Guamá, rio Capim, rio Moju), e na foz do rio jogada em cartas resposta DEFENSIVAS OU BENÉFICAS.
Mearim, no Maranhão. Esse choque das águas derruba Proteção do Caipora não quebra passos, pois a carta não
árvores de grande porte e modifica o leito dos rios. chega a entrar em jogo, logo, se usada em reinos pode-se
jogar outro, desde que o jogador tenha o mesmo.
Regra: Os turnos a serem contados são do jogador afetado.
Quando o evento retornar nem mesmo seu lançador poderá Cúpula BSW 2013: A restrição imposta a cartas
cancelá-lo ou negá-lo. O evento obrigatoriamente tem que ser DEFENSIVAS e BENÉFICAS (Grifado) pela regra deve ser
usado no momento que retorna do limbo. retirada, valendo apenas o texto da carta.

Escravizar Ilha do Urubu


84/130 87/130
Carta de Poder Psiônico Feitiço de Mago
Descarte o campeão lançador para escravizar um campeão Ninguém necessita pedir permissão para atacar ou usar
com carta anexada em jogo e o colocar no poço deste magias. Nega todas as cópias enquanto esse feitiço estiver
jogador, poderes e níveis permanecem, o campeão é em jogo. Dura até o final do próximo turno. (Def 3/5)
devolvido ao poço no final do próximo turno deste jogador,
sem as cartas anexadas. (Ofe/3) Estado: Bahia

Detalhes: A escravidão, também conhecida como escravismo Detalhes: Para chegar à Ilha do Urubu o turista tem que
ou escravatura, foi a forma de relação social de produção passar por dentro de uma das Usinas e também por um
adotada, de uma forma geral, no Brasil desde o período parque ecológico. Primeiro é preciso parar no Bondinho para
colonial até o final do Império. A escravidão no Brasil é dar uma volta até o Estado de Alagoas - tudo isso com o
marcada principalmente pelo uso de escravos vindos do visual de uma ponte de ferro, várias cachoeiras e piscinas
continente africano, mas é necessário ressaltar que muitos naturais, sem contar com a vista pra Gruta do Morcego onde,
indígenas foram vítimas desse processo. diz a lenda, Lampião se escondia quando vinha pra essas
Os escravos foram utilizados principalmente em atividades bandas.
relacionadas à agricultura – com destaque para a atividade
açucareira – e na mineração, sendo assim essenciais para a Caravela de Areia
manutenção da economia. Alguns deles desempenhavam 88/130
também vários tipos de serviços domésticos e/ou urbanos. Feitiço de Mago
A escravidão só foi oficialmente abolida no Brasil com a Todos os nadadores ficam impedidos de atacar, defender e
assinatura da Lei Áurea, em 13 de maio de 1888. No entanto, usar seus poderes até o final do próximo turno deste
o trabalho compulsório e o tráfico de pessoas permanecem jogador.(Ofe/3/4/5)
existindo no Brasil atual, a chamada escravidão moderna, que
difere substancialmente da anterior. Estado: Rio de Janeiro

Mapa da Vida Detalhes: Em tempo de praia, construir um castelo na areia é


85/130 uma forma das crianças se divertirem e sociabilizarem.
Feitiço de Clérigo Contudo, esta brincadeira torna-se, por vezes, uma paixão, ou
Descarte o campeão lançador para colocar um Avatar em uma especialidade dentro do desporto de construções na
jogo, ignorando seu custo. (Def/3) areia, praticado quer por crianças quer por adultos.
As construções originais fazem-se, geralmente, com a própria
Estado: Pernambuco areia da praia, constituída por sedimentos de rocha, que é
Detalhes: Porto de Galinhas é uma conhecida praia do molhada para permitir a fixação de estruturas. Porém, com o
nordeste brasileiro, localizada no município de Ipojuca, no fascínio provocado pelas potencialidades deste passatempo,
estado de Pernambuco. Sua fama se deve, principalmente, às surgiram campeonatos, festivais e mesmo espetáculos de
belezas naturais: piscinas de águas claras e mornas formadas construções, que utilizam já misturas de areia com pequenas
entre corais, estuários, mangues, areia branca e coqueirais. quantidades de argila para permitir construções ainda mais
Inicialmente, a praia era chamada de Porto Rico, e a madeira audazes.
de Pau Brasil era o principal produto comercializado. No auge
da escravidão no Brasil, este porto era o principal ponto de Maria Fumaça
comércio de escravos ilegais no nordeste brasileiro, muitas 89/130
vezes os mesmos chegavam escondidos embaixo de Habilidade de Ladrão
engradados de galinhas d'angola. A chegada dos escravos Todos jogadores embaralham suas mãos com a pilha de
ilegais ao porto costumava ser anunciada pela frase "tem saque e sacam uma nova mão de 5 cartas. Não é considerado
galinha nova no porto!". Desta forma, a praia de Porto Rico carta extra. (Ofe/3)
ficou conhecida como Porto das "Galinhas". Regra: Esta carta não descarta cartas nem faz comprar cartas
extras, portanto ela não ativa cartas como Hijacking, Frevo,
Regra: Se cancelada o campeão ainda assim deverá ser entre outras. O jogador com Herald of Mei Lung fica imune a
descartado. todo o efeito de Maria Fumaça, porque o artefato impede que
a pilha seja rearranjada.
Proteção do Caipora
86/130 Astúcia
Feitiço de Clérigo 90/130
Pode ser lançado a qualquer momento para evitar que Habilidade de Ladrão
qualquer carta entre em jogo, a carta retorna para a mão do

Mitos e Lendas - Página 418


Pode de ser jogada a qualquer momento, fora de combate, jogadores, desde que o regente a utilizá-la seja alvo da
para redirecionar uma carta maléfica jogada contra este mesma. Pode ser usada em ConGame, porém somente se o
campeão para outro campeão no poço deste jogador. (Def) campeão lançador for alvo do descarte após o embaralhar.

Carvoeiro Grito do Ipiranga


91/130 95/130
Habilidade de Ladrão Habilidade de Sangue
Quando perdendo, este campeão pode atirar fogo em Este grito de inspiração e que chama ao patriotismo duplica o
Carvoeiro explodindo tudo ao seu redor, descartando a si nível de todos os aliados não mortos-vivos. Esses aliados
mesmo, o oponente e destruindo o reino que está sendo jamais mudarão de lado na batalha. Só pode ser usado na
atacado. Ambos jogadores ganham espólio.(Ofe/4) defesa. (Off/4)

Detalhes: Carvão vegetal é uma substância de cor negra Detalhes: Denomina-se Independência do Brasil o processo
obtida pela carbonização da madeira ou lenha. É muito que culminou com a emancipação política desse país do reino
utilizado como combustível para aquecedores, lareiras, de Portugal, no início do século XIX. Oficialmente, a data
churrasqueiras e fogões a lenha. comemorada é a de 7 de setembro de 1822, quando ocorreu o
episódio do chamado "Grito do Ipiranga". De acordo com a
Cúpula BSW 2021: Carvoeiro pode ser usado tanto no história oficial, nesta data, às margens do riacho Ipiranga
ataque quanto na defesa, pois a carta não diz que o reino (atual cidade de São Paulo), o Príncipe Regente D. Pedro
atacado pertence ao jogador adversário. Como ambos os bradou perante a sua comitiva: Independência ou Morte!.
jogadores compram espólios, ambos os campeões são Determinados aspectos dessa versão, no entanto, são
considerados vitoriosos. contestados por alguns historiadores.
A moderna historiografia em História do Brasil remete o início
Espírito do Guerreiro do processo de independência à Transferência da corte
92/130 portuguesa para o Brasil (1808-1821), no contexto da Guerra
Habilidade de Ladrão Peninsular, a partir de 1808.
Pode ser jogada a qualquer momento. Quando este campeão
estiver prestes a ser descartado por qualquer razão, tal como Boitatá, o Devorador de Almas Penadas
em batalha, ele invoca o Espírito do Guerreiro para receber 96/130
estes efeitos, prevenindo o campeão de ser descartado, Monstro
retornando o mesmo ao poço. Esta habilidade não muda a 4
condição de derrota. (Def) RL
Uma vez por turno Boitatá pode vasculhar qualquer pilha de
Marcas da Escravidão descarte adversária escolhendo um campeão para devorar
93/130 seu poder e suas habilidades tomando-as para si. A carta
Habilidade de Sangue permanece sem poder ou habilidades enquanto Boitatá
Retorna uma carta deste jogador que esteja de posse de outro mantiver o seu poder que pode ser renovado em todo passo
jogador, fazendo com que a carta que a roubou seja 3.
descartada, exceto campeão. (Ofe 3/4)
Detalhes: O nome Boitatá é uma palavra de origem indígena.
Uma contração das palavras Mboy, que significa Cobra e
Dia do Fico
Tatá, que significa fogo. É uma grande cobra, transparente
94/130 que incandescia como se estivesse queimando por dentro. É
Habilidade de Sangue um fogo de cor azul-amarelado, que não queima o mato seco
Pode ser jogada a qualquer momento. Cancela qualquer efeito e nem tampouco esquenta a água dos rios, o fogo
que force este regente a deixar o poço. (Def) simplesmente rola, gira, corre, arrebentando-se e finalmente
apagando-se.
Detalhes: O Dia do Fico deu-se em 9 de janeiro de 1822 Diz a lenda que quem se depara com o boitatá geralmente fica
quando o então príncipe regente D. Pedro de Alcântara foi cego, pode morrer ou até ficar louco . Assim, quando alguém
contra as ordens das Cortes Portuguesas que exigiam sua se encontrar com o boitatá deve ficar parado, sem respirar e
volta a Lisboa, ficando no Brasil. de olhos bem fechados.
Por volta de 1821, quando as Cortes Gerais e Extraordinárias Como a maioria das lendas e crendices populares que são
da Nação Portuguesa mostraram a idéia de transformar o passadas de geração em geração através do “ouvir e contar”,
Brasil de novo numa colônia, os liberais radicais se uniram ao a lenda do boitatá sofreu algumas modificações, sendo que
Partido Brasileiro tentando manter a autoridade do Brasil. As em muitas partes do Brasil a lenda é contada de forma
Cortes mandaram uma nova decisão enviada para o príncipe diferente. Em Santa Catarina, por exemplo, o boitatá é
regente D. Pedro de Alcântara. Uma das exigências era seu descrito como um touro de "pata como a dos gigantes e com
retorno imediato a Portugal. um enorme olho bem no meio da testa, a brilhar que nem um
Os liberais radicais, em resposta, organizaram uma tição de fogo".
movimentação para reunir assinaturas a favor da permanência
do príncipe. Assim, eles pressionariam D. Pedro a ficar, Regra: O termo habilidades refere-se a características de raça
juntando 8 mil assinaturas. Foi então que, contrariando as e movimento. Boitatá rouba somente o poder e habilidades
ordens emanadas por Portugal para seu retorno à Europa, ele não pega nível ou ícone.
declarou para o público: "Se é para o bem de todos e
felicidade geral da Nação, estou pronto! Digam ao povo que
Iara, a Deusa das Águas
fico".
A partir daí, D. Pedro entrou em conflito direto com os 97/130
interesses portugueses, para romper o vínculo que existia Monstro
entre Portugal e o Brasil. 9
Este episódio prenunciou a declaração de independência do FR
Brasil que viria a ser proclamada em 7 de setembro de 1822. Nadadora. Iara pode lançar feitiços de mago. Quando no poço
ela pode, uma vez por turno oponente, nomear um campeão
Regra: Somente regentes podem usar esta carta. Dia do Fico não fêmea do poço adversário, obrigando o mesmo a atacar,
cancela qualquer carta que force o regente a deixar o poço. se possível, um outro jogador a escolha de Iara. Se preferir
Pode ser usada em cartas que afetem vários campeões ou não atacar, o campeão alvo é devorado e descartado por Iara.

Mitos e Lendas - Página 419


Tem seu poder ofensivo anulado se um índio habitar o poço uma Mula-sem-cabeça. Esta história tem cunho moral
do campeão afetado no momento em que poder é ativado. religioso, ou seja, é uma repreensão sutil ao envolvimento
amoroso com sacerdotes e também com compadres. Os
Detalhes: Segundo a lenda, Iara era uma índia guerreira, a compadres, eram tidos como pessoas da família, e qualquer
melhor da tribo e recebia muitos elogios do seu pai que era tipo de relação mantida entre eles, era considerada
pajé. incestuosa.
Os irmãos de Iara tinham muita inveja, resolveram matá-la à A metamorfose ocorreria na noite de quinta para sexta-feira,
noite enquanto dormia. Iara que possuía um ouvido bastante quando a mulher, em corpo de mula-sem-cabeça, corre veloz
aguçado, os escutou e os matou. e desenfreadamente até o terceiro cantar do galo, quando,
Com medo da reação de seu pai, Iara fugiu. Seu pai, o pajé da encontrando-se exaurida e, algumas vezes ferida, retorna a
tribo, realizou uma busca implacável e conseguiu encontrá-la, sua normalidade. Homens ou animais que ficarem em seu
como punição pelas mortes a jogou no encontro dos Rios trajeto seriam despedaçados pelas violentas patas. Ao
Negro e Solimões, alguns peixes levaram a moça até a visualizar a Mula-sem-cabeça, deve-se deitar de bruços no
superfície e a transformaram em uma linda sereia. chão e esconde-se "unhas e dentes" para não ser atacado.
Dizem também, que se alguém passar correndo diante de
Regra: O outro jogador escolhido para ser atacado pode ser o uma cruz à meia-noite, ela aparece.
dono de Iara. O termo NOMEAR significa que o seu possuidor A mula-sem-cabeça também é conhecida como a burrinha-do-
pode apenas dizer o nome do campeão afetado por seu padre, ou simplesmente burrinha.
poder, não precisa localizá-lo se o poço estiver escondido. A Mula-sem-cabeça, possuiria as seguintes características:
Iara escolhe um campeão não fêmea no poço do adversário
no passo 3, que deve ser o primeiro a atacar, se possível 1. Apresenta a cor marrom ou preta.
fazê-lo. Se o jogador não o fizer, o campeão escolhido deverá 2. Desprovida de cabeça e em seu lugar apenas fogo.
ser descartado no passo 5 (desde que Iara ainda esteja em 3. Seus cascos ou ferraduras podem ser de aço ou prata.
jogo). 4. Seu relincho é muito alto que pode ser ouvido por muitos
metros, e é comum a ouvir soluçar como um ser humano.
Labatut 5. Ela costuma aparecer na madrugada de quinta/sexta,
98/130 principalmente se for noite de Lua Cheia.
Monstro 6. Segundo relatos,felizmente existem maneiras de acabar
8 com o encantamento que fez a mulher virar Mula-Sem-
GR Cabeça, uma delas consiste em uma pessoa arrancar o
Morto-vivo. Cavador. Pode lançar habilidades de sangue. Uma cabresto que ela possui, outra forma é furá-la, com algum
vez por turno pode transformar um campeão em jogo em objeto pontiagudo tirando sangue (como um alfinete virgem).
morto-vivo. Outra maneira de evitar o encantamento é de que o amante
(padre) a amaldiçoe sete vezes antes de celebrar a missa.
Estado: Ceará e Rio Grande do Norte Para se descobrir se a mulher é amante do padre, lança-se ao
fogo um ovo enrolado em linha com o nome dela e reza-se por
Detalhes: É um monstro que tem forma humana e que vive na três vezes a seguinte oração:
região do Apodi, fronteira do Ceará com o Rio Grande do
Norte. É um bicho pior que o lobisomem, pior que a caipora e "A mulher do padre
o cão coxo. Ele mora no fim do mundo e, todas as noites, Não ouve missa
percorre a cidade procurando o que comer. Seus pés são Nem atrás dela.
redondos, as mãos são compridas, os cabelos são longos e Há quem fique ...
assanhados, seu corpo é cabeludo, só tem um olho na testa e Como isso é verdade,
seus dentes são como os do elefante. O nome do monstro é assa o ovo
uma lembrança das violências e brutalidades do General e a linha fica..."
Pedro Labatut, que esteve no Ceará (1832-1833) para
combater a insurreição de Joaquim Pinto Madeira, e que Regra: Mula Sem Cabeça é Morto-Vivo. A habilidade de
terminou se rendendo com 1690 homens em armas. O sangue lançada pode ser cancelada, refletida, etc.
monstro Labatut preferia comer as crianças por terem a carne
mais mole. Mulher do Algodão
100/130
Regra: O poder de Labatut é ativado no passo 3. O campeão Monstro
transformado em morto-vivo recebe todos os benefícios e 3
características desta raça. RL
Deve ser renovado a cada passo 3. Morto-vivo. Voador. A Mulher do Algodão aterroriza a muitos
aparecendo toda ensanguentada coberta com algodão e
Mula Sem Cabeça giletes. Somente os mais corajosos ousam enfrentá-la. Em
99/130 combate, ela pode descartar uma carta anexada ao campeão
Monstro oponente, de nível 5 ou menor.
6
RL Detalhes: Na década de setenta, um fantasma com
Mula Sem Cabeça e seus aliados podem atacar qualquer característica muito particulares ganhou as manchetes dos
reino. Em batalha este jogador pode descartar uma carta de jornais. A aparição se apresentava como uma mulher loura
sua mão para retirar o cabresto que prende Mula Sem com algodão na boca, ouvido e nariz. Aterrorizava as crianças
Cabeça, libertando-a de sua maldição, transformando a besta que freqüentavam os banheiros de escolas públicas ou
em uma princesa (regente) capaz de lançar uma habilidade de particulares. Quem era estudante naquela época sabe que a
sangue ofensiva que descarta uma carta anexada a um apavorante assombração também esteve presente em muitos
campeão em jogo. Mula Sem Cabeça retorna a sua forma pesadelos.
original após o término da batalha. No Espírito Santo a lenda conta que ela era coberta de
algodão em lâminas de barbear (giletes).
Detalhes: Imagem criada por Fábio Rogério jogador de
Maringá-PR Regra: A carta a ser descartada pode ser uma recém jogada,
Segundo esta lenda, toda a mulher que mantivesse estreitas antes que a mesma faça efeito.
ligações amorosas com um padre, em castigo ao seu pecado Mulher do Algodão descarta cartas de nível 5 ou menor
(aos costumes e princípios da Igreja Católica), tornar-se-ia anexadas a campeões de qualquer nível.

Mitos e Lendas - Página 420


anêmica. Acreditava-se que parte do sangue era retirada do
Cabeça-de-Cuia corpo dessas vítimas. A médica Dra. Wellaide Cecim Carvalho
101/130 atendeu várias pessoas atingidas pela estranha luz. Ela
Monstro informou que as vítimas apresentavam paralisia generalizada,
6 hipertemia, cefaléia, queimaduras superficiais, calor intenso,
GR náuseas, tremores no corpo, tontura, astenia e minúsculos
Nadador. Pode usar cartas de poder psiônico. Uma vez por orifícios na pele. Aí também o pânico foi instalado. Após o
turno pode negar o poder de um campeão fêmea em jogo. Se anoitecer, toda a população se trancava em casa com medo
vencer na batalha pode usar seu "Corredor de Boi" para do fenômeno. Muitas pessoas abandonaram Colares.
enviar um campeão fêmea em jogo para o abismo, sendo ele
descartado. Quilombola
103/130
Estado: Piauí Psiônico
3
Detalhes: Cabeça de Cuia é uma lenda da região nordeste do AD&D
Brasil, mais precisamente criada no estado do Piauí. Trata-se Quilombola representa a força dos escravos. No início do
da história de Crispim, um jovem garoto que morava nas turno, ele pode ser enviado para o limbo para banir
margens do rio Parnaíba. Sua familia era necessitada. Um psionicamente uma Carta Dungeon também para o limbo.
certo dia, chegando para almoço, sua mãe lhe serviu, como Ambos retornam no final do próximo turno de cada jogador.
de costume, uma sopa rala, com ossos, já que faltava carne Cada vez que este poder é usado Quilombola perde 1(um)
na sua casa frequentemente. Nesse dia ele se revoltou, e no nível base. Se o seu nível base chegar a zero ele é enviado
meio da discussão com sua mãe, arremessou o osso contra para o abismo. Seu nível permanece alterado mesmo se
ela, atingindo-a na cabeça e matando-a. Antes de morrer sua descartado ou embaralhado, somente se retornar do abismo
mãe lhe amaldiçoou a ficar vagando no rio e também como que seu nível volta ao normal.
efeito da maldição, Crispim ficou com a cabeça muito grande,
do tamanho de uma cuia, daí o nome "cabeça de cuia". A mãe Detalhes: Um quilombo[1] era um local de refúgio dos
ainda lhe disse que sua perna penduraria até que ele se escravos no Brasil, em sua maioria afrodescendentes (negros
relacionase sexualmente com sete marias virgens. Dada essa e mestiços), havendo minorias indígenas e brancas. O mais
lenda, muitas garotas antigamente evitavam lavar as roupas famoso na História do Brasil foi o de Palmares.
às margens do rio Parnaíba. A palavra "quilombo" tem origem nos termos "kilombo"
A Prefeitura de Teresina instituiu, em 2003, o Dia do Cabeça (Quimbundo) ou "ochilombo" (Umbundo), presente também
de Cuia, a ser comemorado na última sexta-feira do mês de em outras línguas faladas ainda hoje por diversos povos
abril. Bantus que habitam a região de Angola, na África Ocidental.
Originalmente, designava apenas um lugar de pouso utilizado
Regra: Se usar o Corredor de Boi Cabeça-de-Cuia é por populações nômades ou em deslocamento;
descartado. Seu poder pode ser usado como resposta. posteriormente passou a designar também as paragens e
acampamentos das caravanas que faziam o comércio de cera,
Chupa-Cabras escravos e outros itens cobiçados pelos colonizadores.
102/130 Foi no Brasil que o termo "quilombo" ganhou o sentido de
Psiônico comunidades autónomas de escravos fugitivos. Havia
17 escravidão, porém, em alguns quilombos.
DS Quilombolas é designação comum aos escravos refugiados
Avatar. Cavador. 10 níveis ou mais de psiônicos devem ser em quilombos, ou descendentes de escravos negros cujos
descartados para colocar Chupa-Cabras em jogo. O antepassados no período da escravidão fugiram dos
ultrapoder de Chupa-Cabras torna todos os psiônicos deste engenhos de cana-de-açúcar, fazendas e pequenas
jogador capazes de cavar quando atacando. Psiônicos propriedades onde executavam diversos trabalhos braçais
podem atacar com metade de seu nível base, ajustado para para formar pequenos vilarejos chamados de quilombos.
baixo, para enviar o campeão oponente para o abismo quando
derrotá-lo. Limite de um avatar por poço. Regra: Se o nível base de Quilombola é aumentado ele
poderá ir descontando -1 a cada vez que utiliza seu poder até
Detalhes: Estranhos animais, de origem desconhecida, não chegar a zero.
catalogados pelos meios oficiais, passaram a atacar diversos
tipos de animais terrestres e também seres humanos. Seu Benta, a Contadora de Histórias
principal objetivo é sugar todo o sangue do animal, levando-o 104/130
à morte. Seu prato favorito envolvem as cabras e as ovelhas, Psiônico
mas também não dispensa as vacas, os porcos, as galinhas, 6
os marrecos e os gansos. Só ataca à noite. Normalmente DS
ataca as fêmeas, principalmente quando estão prenhas. Os contadores de histórias são hábeis ilusionistas. Durante o
Quando o animal não morre, fica completamente anêmico e passo 3 Benta pode enviar um reino em jogo, não destruído,
muito machucado. Testemunhas que viram os estranhos deste jogador para o limbo, para psionicamente iludir o
animais relatam criaturas altas como um homem, ora bípedes jogador oponente de que seus reinos não tem qualquer
ora quadrúpedes, peludos, alguns pretos outros marrons, restrições ao ataque, permitindo aos campeões deste jogador
olhos enormes, garras afiadas e dentes aguçados. Em muitos atacar qualquer um reino naquela formação. O reino retorna
povoados e em pequenas cidades, em diversos países, ao ao final do próximo turno deste jogador e não é reconhecido
escurecer, as pessoas se trancam dentro de suas casas e só como reino entrando em jogo.
saem ao amanhecer. Até agora, as autoridades não se Detalhes: O Sítio do Picapau Amarelo é uma criação de
manifestaram à respeito, sendo que os proprietários desses Monteiro Lobato, escritor brasileiro. A obra é das mais
animais atacados ficaram no prejuízo e a população em originais da literatura infanto-juvenil no Brasil e o primeiro livro
pânico. da série foi publicado em Dezembro de 1920. A partir daí,
A partir de agosto de 1977, na ilha de Colares, no Pará, Monteiro Lobato continuou escrevendo livros infantis de
passou a ocorrer um estranho fenômeno, o qual foi batizado sucesso, com seu grupo de personagens que vivem histórias
como chupa-chupa. Estranhos objetos luminosos apareciam mágicas: Emília, Narizinho, Pedrinho, Marquês de Rabicó,
sobrevoando os vários povoados da região. Eram comum Conselheiro, Quindim, Visconde de Sabugosa, Dona Benta,
esses objetos projetarem sobre as pessoas um pequeno filete Tia Nastácia, Tio Barnabé, Cuca, Saci, etc. Os personagens
de luz. A pessoa desmaiava e quando acordava estava principais moram ou passam boa parte do tempo no sítio

Mitos e Lendas - Página 421


pertencente à avó dos garotos, batizado com o nome de ANTIGA. Ou seja, um ser com sabedoria e poder além
Picapau Amarelo, de onde vem o título da série. Esta carta é humano
em homenagem a este que foi um grande marco na infância
de muitos brasileiros, sendo retratado aqui a Dona Benta. Regra: O poder de não deixar campeões saírem do abismo é
válido para todos os jogadores.
Regra: O poder de Benta anula as restrições dos reinos Ticumbi
adversários, quanto a restrições de movimento de voadores, 107/130
nadadores ou cavadores e quanto a ser atacados por algum Regente
tipo de campeão a exemplo de monstros, mortos vivos, etc. 8
BR
Karkaju, o Guerreiro Pataxó Em homenagem aos reis enquanto Ticumbi estiver no poço
105/130 todos campeões regentes, não avatar, deste jogador ganham
Psiônico +5 em seu nível base e se tornam imunes ao poder de cartas
7 que matam automaticamente.
GR
Índio. Nadador. As habilidades deste campeão lhe permitem Detalhes: Dança dramática, de origem africana, cultuada
escapar de uma carta designada ofensiva jogada contra ele, especialmente no norte do Espírito Santo, principalmente nas
se este jogador descartar um item mágico que esteja em cidades de São Mateus e Conceição da Barra. Esta dança é
Karkaju, na mão ou no poço, em resposta, para cancelar o composta por um determinado número de negros e se realiza
efeito da carta. no dia de São Benedito. Da dança faz parte uma encenação
que conta com os seguintes personagens: o rei Congo, o rei
Detalhes: Os pataxós são um povo indígena de língua da Bamba, seus secretários respectivos e o corpo de baile de
família maxakali, do tronco macro-jê. Apesar de se cada nação, representando os guerreiros. O enredo do auto
expressarem na língua portuguesa, alguns grupos conservam se desenvolve em torno da disputa entre os dois reis que
seu idioma original, ensinando-o aos mais novos. querem fazer, separadamente, a festa de São Benedito.
Em 1990, os pataxós eram aproximadamente 1600. Vivem em Segundo relato de Guilherme Santos Neves, "Há embaixadas
sua maioria na Terra Indígena Barra Velha do Monte Pascoal, de parte a parte, com desafios atrevidos, declamados pelos
ao sul do município de Porto Seguro, a menos de um secretários. Não sendo possível qualquer entendimento, trava-
quilômetro da costa, entre as embocaduras dos rios Caraíva e se a guerra, agitada luta bailada entre as duas hostes. Dança-
Corumbáu. O território entre estes dois rios, o mar a leste e o se a primeira guerra de reis Congo, ou guerra sem travar, e
Monte Pascoal a Oeste é reconhecido pelos Pataxó como depois, a guerra travada. Desta última, participam os dois reis
suas terras tradicionais. Abrangem uma área de 20.000 que, no meio da roda dos "congos", batem as espadas,
hectares. cadenciadamente, junto com seus secretários. Vencido, afinal,
Existem outros dois núcleos de povoamento: Terra Indígena o Rei Bamba, submetem-se, ele e os seus guerreiros, ao
Imbiriba, próximo à foz do Rio dos Frades, a 20 Km ao Norte batismo, terminando o auto com a festa em honra do Rei
de Barra Velha, mais antigo; e a Terra Indígena Coroa Congo, quando, então, se canta e dança o Ticumbi, que dá
Vermelha, ocupado mais recentemente, estimulado pelo fluxo nome à representação".
turístico, onde se desenvolvem atividades artesanais. Este
último povoamento está à margem da rodovia que liga Porto Regra: Ticumbi também recebe o bônus por ser regente. Se
Seguro a Santa Cruz de Cabrália. Ticumbi estiver na batalha seu poder é anulado. Cartas que
matam automaticamente são cartas do tipo Dreaded Ghost e
Regra: Cartas já em jogo não podem ser canceladas com o Living Wall.
poder de Karkaju.
Rei Dragão
Anhangá, Avatar dos Mistérios Negativos 108/130
106/130 Regente
Regente 7
21 BR
BR Índio. Voador. Quando no poço tem sua forma humana de
Avatar. Um campeão regente de nível 15 ou mais deve ser nível 7 e pode usar cartas de poder psiônico. Em combate
exilado para o abismo como sacrifício para que Anhangá entre sofre uma metamorfose e se transforma em um dragão de
em jogo. Pode usar feitiços de mago e clérigo, é imune a nível 10. Pode copiar o poder de qualquer dragão monstro em
todas as magias e habilidades de sangue. Essa criatura jogo em qualquer uma de suas formas.
ancestral pode, durante a fase 3, enviar um de seus
campeões para o abismo, como as cartas anexadas, para Regra: o poder de cópia do Rei Dragão deve ser renovado a
retirar do abismo uma carta não campeão, trazendo para a cada passo 3.
mão. Enquanto Anhangá estiver em jogo nenhum campeão
pode deixar o abismo. Cúpula BSW 2021: Este campeão é considerado dragão,
mesmo fora de combate.
Detalhes: Anhangá ou Anhangüera supostamente "Coisa
Ruim". Ele é o protetor da caça no campo e nas florestas; Salvador, o Mensageiro Natural
Anhangá protege todos os animais contra os caçadores e 109/130
quando a caça conseguia fugir os índios diziam que Anhangá Regente
ou Anhangüera as havia protegido e ajudado a escapar. 6
Para os jesuítas catequizadores, Anhangá era comparado ao BR
demônio da teologia cristã. Pode lançar feitiços de clérigo. Enquanto em jogo este jogador
Os jesuítas durante a catequese dos indígenas brasileiros, pode receber os espólios provindos de outros jogadores
interpretaram equivocadamente "Anhangüera" com o pagando um tributo. Para cada espólio este jogador deve
significado de "diabo velho" ao invés de "alma antiga". Dizem descartar 2 cartas da mão. Estes espólios são tratados como
as lendas: No princípio Nhanderuvuçu criou a alma, que na espólios normais. Outros jogadores não sacam espólios.
língua tupi-guarani diz-se "Anhang" ou "añã" a alma; "gwea"
significa velho(a); portanto anhangüera "añã'gwea" significa Detalhes: O uso de “magias, poções ou acordos” para
alma antiga. conseguir o que deseja, seja para o bem quanto para o mal
Contudo, sabendo que alma tem o mesmo significado que fazem parte da cultura brasileira, muito mais do que se
VIDA entende-se que "añã'gwea", era considerada uma VIDA imagina, seja UMBANDA, CANDOMBLÉ, as chamadas

Mitos e Lendas - Página 422


MACUMBAS entre outras, estão entrelaçadas em nosso meio Gigante. Morto-vivo. Imune a eventos. Quando é baixado no
de modo que não podemos mais ignorar, acreditando ou não, poço cada jogador deve descartar um campeão morto-vivo de
fazem parte de nossa nação. seu poço, se houver. Quando este campeão está no poço ou
em combate nega todas as cartas de vitória automática em
Indáu, o Tupiniquim jogo.
110/130
Clérigo Regra:Todas as cartas que matam automaticamente são
18 negadas enquanto Morte Renegada estiver em jogo. O efeito
DL de descartar um morto vivo não se aplica ao próprio Morte
Avatar. Índio. Gigante. Um gigante deve ser descartado para Renegada.
colocar Indáu em jogo. Imune ao poder de todas as cartas, Cartas de “vitória automática” são todas as cartas que se
não campeão, com nível menor que 4. Cada gigante deste enquadram na regra de “INSTANT-WIN”, ou seja, que tenham
jogador pode ser usado, uma vez por turno, por outro gigante os termos Automaticamente , instantaneamente ou algo do
do mesmo poço como aliado durante o combate, utilizando gênero.
nível e poder do campeão e das cartas anexadas. O gigante
aliado retorna ao poço depois da batalha com as cartas Jaguarassá, a Mulher-Onça
anexadas. 114/130
Clérigo
Regra: Indáu pode ser usado como aliado por outros gigantes. 7
Cada gigante pode ser usado uma vez como campeão e outra AD&D
como aliado. Imune ao poder de Mortos-vivos. Jaguarassá e seus aliados
O poder de outros campeões que também pegam como podem atacar qualquer reino de Underdark. Pode usar
aliados a exemplo de Gib Aklem não interferem no poder de qualquer um ser da noite (Morto-vivo, Vampiro, Lobisomem...)
Indáu. em jogo, como seu aliado em batalha permanecendo qualquer
Cada campeão gigante pode ser usado uma vez como poder, nível e cartas anexadas, devolvendo o mesmo ao seu
campeão e outra como aliado. poço depois da batalha. Se Mulher-Onça entra em combate
contra um índio, ela perde seu poder.
Indianara, a Princesa Indígena Estado: Amazonas
111/130
Clérigo Detalhes: Lá por volta de 1700, num pequeno vilarejo , um
9 índio e uma moça branca se apaixonaram . Mas o pai do
DL indígena , inconformado com o romance , pediu ao pajé da
Quando em jogo cartas extras, exceto espólios, só podem ser tribo um feitiço contra a moça . Assim, o feiticeiro jogou a
sacadas por qualquer jogador se o mesmo descartar antes seguinte magia na pobre : de dia ela seria uma mulher normal
uma carta de sua mão, poço ou formação, para cada carta , mas de noite ela viraria onça . A moça , ao se dar conta da
sacada. Toda vez que alguém for forçado a descartar cartas sua maldição se afastou do seu amado , para que ele não
da mão, este deverá comprar o mesmo número de cartas sofresse . Esta é uma das lendas do pantanal .
descartadas em sua pilha de saque. O poder de Indianara não
é considerado como saque, descarte ou carta extra. Dragão Leviano
115/130
Regra: Poder de indianara com Renovação Mago
Para descartar qualquer carta com indianara em jogo, o 5
jogador tem que comprar igual número de cartas, logo, antes GR
de descartar a mão se compra 5 cartas. Dragão. Voador. Em batalha Dragão Leviano envia um
Depois de sacadas são descartas as cartas que já existiam na dragão, não avatar, em jogo para o limbo até o final do
mão antes da compra extra, pois são as cartas que são próximo turno, ele assume seu nível e poder permanecendo
afetadas pelo poder do evento. com ele até que o campeão afetado retorne. Este poder não é
Para comprar as 5 do evento o jogador tem que descartar 5 considerado como cópia.
da mão, poço ou formação, logo em sequência comprar as 5
extras. Detalhe: Alegoria do festival de Parintins
O total de cartas na mão podem variar de acordo com o
descarte feito na mão, poço ou formação. Regra: Se o dragão enviado para o limbo retornar ao jogo por
algum motivo, Dragão Leviano perde o poder assumido.
Cúpula BSW 2013: Quando a pilha de saque do jogador que
vai comprar cartas extras não possui a quantidade total de Parintins, o Matador de Dragões
cartas a serem sacadas, a exemplo de Boa Sorte em que a 116/130
pilha de saque só tem 3 cartas, O jogador deve descartar a Mago
quantidade total de cartas descridas no texto da carta que 10
originou o poder de saque, independente de quantas existirem DS
na pilha de saque. Imune a itens mágicos ofensivos. Dragões perdem
Indiarull automaticamente a batalha contra ele. Dragões em seu poço
112/130 podem ser descartados para enviar para a pilha de descarte
Clérigo qualquer carta regra em jogo.
6
FR Detalhes: Tido atualmente como o 2º maior festival folclórico
Índio. Imune a habilidades de ladrão. Pode ser enviada ao do país (perdendo apenas para o Carnaval), Parintins
abismo para evitar que qualquer carta no poço deste jogador começou sua festa no formato atual em 1964, época aonde já
vá para o abismo por força oponente. se destacava a rivalidade entre a torcida de Garantido e
Caprichoso.
Morte Renegada
113/130 Regra: Dragões em batalha contra Parintins perdem a batalha
Clérigo automaticamente e são descartados. O descarte do dragão
9 pode ser a qualquer momento.
RL Qualquer dragão campeão ou aliado no poço do jogador pode
ser usado para descartar cartas regras.

Mitos e Lendas - Página 423


em jogo. Esta divindade natural conserva a natureza de todos
Guerreiro Águia os seres tornando-a inalterável. Cada campeão em jogo só
117/130 pode usar as habilidades naturais de seus ícones enquanto
Mago Mãe Natureza estiver em jogo, qualquer poder referente ao
9 uso de cartas de outras classes (mago, regente, ladrão. etc )
DL são negados. Limite de um avatar por poço.
Voador. Pode usar habilidades de ladrão. Não pode estar no Sepé Tiarajú
mesmo poço que Parintins. Uma vez por turno oponente, pode 120/130
escolher o campeão que poderá atacar uma carta Dungeon Herói
em jogo. 10
FR
Detalhe: Fantasia do Festival de Parintins. Índio. Imune a eventos. Pode usar feitiços de mago. Quando
Sepé Tiarajú está em jogo, todos os índios deste jogador
Regra: quando um jogador for atacar sua Dungeon você devem ser derrotados duas vezes quando defendendo para
escolherá qual o campeão que ele deverá usar, se ele não serem descartados e se Ruínas de São Miguel estiver em
usar este campeão não poderá atacar a mesma. O poder de jogo, Sepé também fica imune a qualquer carta ofensiva.
Guerreiro Águia só funciona uma única vez por turno
oponente, no caso, se o oponente atacar uma segunda vez Detalhes: Sepé Tiarajú nasceu na Redução de São Luiz
ele poderá escolher o campeão que lhe convier. Gonzaga, órfão de pai e mãe, foi adotado por um padre
jesuíta e transferido para a Redução de São Miguel Arcanjo.
Matinta As reduções seguiam os moldes da legislação espanhola.
118/130 Primeiramente era demarcada a Igreja e a Praça Central e a
Mago partir deste núcleo erigia-se as demais construções. Os índios
7 guaranis reduzidos, desenvolviam atividades como agricultura,
RL pecuária, marcenaria, pintura, escultura, isto é, aprendiam um
Morto-vivo. Voador. Ao enfrentar Matinta em combate o ofício. Tais organizações permaneceram em atividade por
oponente deve doar uma carta usável a ser utilizada por ela. mais ou menos um século e meio.
Caso o oponente não coopere na doação, ele fica paralisado As Ruínas de São Miguel, no Rio Grande do Sul, são o
de medo, não poderá usar seu poder e habilidades de seu testemunho silencioso do intento missionário das "Reduções
ícone. A carta é embaralhada depois do combate. Se Matinta índias", nos séculos XVII e XVII. Sepé Tiarajú, São Sepé, aos
perder a batalha ela amaldiçoa o vencedor descartando todas olhos do povo, era o Alferes Real e Corregedor do Povo de
as cartas anexadas nele. São Miguel, o quarto dos Sete Povos das Missões e o mais
ilustre chefe guerreiro guarani, que foi assassinado,
Detalhes: A Matinta Perera é uma ave de vida misteriosa e juntamente com 2500 outros guerreiros, pelos exércitos
cujo canto nunca se sabe de onde vem. Dizem que ela é o espanhóis e portugueses, nos campos de Caiboaté, às
Saci Pererê em uma de suas formas. margens da Sanga da Bica em 7 de fevereiro de 1756.
Seu nome científico é Tapera naevia e se apresenta com duas Ficou decidido pelo Tratado de Madri, que a Espanha trocaria
subespécies, uma das quais ocorre ao norte e leste e a outra com Portugal sua possessão conhecida por Sete Povos das
no sul do Brasil. Tem coloração geral pardo-amarelada, com Missões pela Colônia do Sacramento. Milhares de índios
numerosas manchas escuras nas coberteiras das asas, topete guaranis, catequizados e civilizados pelos jesuítas espanhóis,
avermelhado, com manchas claras e escuras, garganta, habitavam as Missões. Mas, conforme regia o tratado os
sobrancelha e abdome brancos. Alimenta-se de insetos e habitantes das Missões deveriam deixar suas terras e mudar-
costuma pôr ovos em ninhos de joão-teneném Também se para o território pertencente aos espanhóis.
assume a forma de uma velha vestida de preto, com o rosto Assim que Sepé soube, que a região em que campeava
parcialmente coberto. Prefere sair nas noites escuras, sem trocaria de bandeira, resolveu, defender com o máximo ardor
lua. Quando vê alguma pessoa sozinha, ela dá um assobio ou aquelas terras, barrando com heroísmo a entrada de intrusos
grito estridente, cujo som lembra a palavra: "Matinta Perera..." nos pagos dos seus antepassados. Confiado na fortaleza das
Para os índios Tupinambás esta ave, era a mensageira das quatro peças de artilharia que confeccionara com cana brava,
coisas do outro mundo, e que trazia notícias dos parentes o índio julgava-se invencível. E, blasonando valentia, ele
mortos. Era chamada de Matintaperera. Para se descobrir irradiava a confiança na vitória, que aumentava o espírito
quem é a Matinta Perera, a pessoa ao ouvir o seu grito ou ofensivo da gente que lhe obedecia.
assobio deve convidá-la para vir à sua casa pela manhã para No dia 21 de setembro de 2009, foi publicada a Lei Federal
tomar café. No dia seguinte, a primeira pessoa que chegar 12.032/09, que traz em seu artigo 1º o texto "Em
pedindo café ou fumo é a Matinta Perera. Acredita-se que ela, comemoração aos 250 (duzentos e cinquenta) anos da morte
possua poderes sobrenaturais e que seus feitiços possam de Sepé Tiaraju, será inscrito no Livro dos Heróis da Pátria,
causar dores ou doenças nas pessoas. que se encontra no Panteão da Liberdade e da Democracia, o
nome de José Tiaraju, o Sepé Tiaraju, herói guarani
Regra: A carta doada precisa ser uma carta usável por missioneiro rio-grandense."
Matinta. O jogador pode usar ou não a carta doada. Como homenagem ao heroísmo e à coragem de Sepé Tiaraju,
a rodovia RS-344 recebeu o seu nome.
Cúpula BSW 2015: O primeira parte do poder desta carta (Ao Existe também no Rio Grande do Sul o município de São
enfrentar Matinta em combate o oponente deve doar uma Sepé, nome que reflete a devoção popular pelo herói
carta usável a ser utilizada por ela. Caso o oponente não indígena.
coopere na doação, ele fica paralisado de medo, não poderá
usar seu poder e habilidades de seu ícone. A carta é Garibaldi, o Herói de Dois Mundos
embaralhada depois do combate.) é considerado do tipo 121/130
Before Combate. Herói
8
Mãe Natureza GR
119/130 Nadador. Pode usar artefato de Ravenloft. Garibaldi é
Herói destemido e encoraja todos os heróis deste jogador a atacar
21 qualquer reino da formação adversária ignorando suas
AD&D restrições. Todos os heróis deste jogador recebem bônus +5
Avatar. Imune a eventos e habilidades de ladrão. Um herói ajustado quando atacando.
com item mágico anexado deve ser descartado para colocá-la

Mitos e Lendas - Página 424


Estado: Rio Grande do Sul Compuzo una terrible palizada
De aguas y comidas abastada.
Detalhes: Giuseppe Garibaldi (Nice, 4 de julho de 1807 — El fuerte fué con mana fabricado
Caprera, 2 de junho de 1882) foi um guerrilheiro[1] italiano, A los lados con muchos torreones,
alcunhado de "herói de dois mundos" devido a sua Estaba a todas partes resguardado
participação em conflitos na Europa e na América do Sul. Uma Con sus trincheras, fosas y bastiones.
das mais notáveis figuras da unificação italiana, ao lado de Sin duda Satanás ha revelado
Giuseppe Mazzini e do Conde de Cavour, Garibaldi dedicou A Guairacá el modelo y invenciones.”
sua vida à luta contra a tirania. Nasceu em Nizza (hoje Nice,
na França), então ocupada pelo Império Francês e que Tiradentes, o Herói Nacional
retornaria ao reino de Sardenha-Piemonte, com a queda de 123/130
Napoleão Bonaparte, para ser em seguida cedida à França Herói
por Cavour. 8
No Brasil, aproximou-se dos republicanos que haviam DL
proclamado a República Rio-grandense (11 de setembro de Cavador. Imune a habilidade de sangue. Pode se sacrificar
1836), no Rio Grande do Sul e tornou-se uma figura pela causa, sendo enviado do poço para o Void, para impedir
importante na Guerra dos Farrapos, ou Revolução que um reino seja destruído ou descartado fora de combate.
Farroupillha, na qual os republicanos do sul combateram o Se defendendo Ouro Preto recebe +10 de bônus.
Império do Brasil. Ao lado do general Davi Canabarro, tomou
o porto de Laguna, em Santa Catarina, onde foi proclamada a Detalhes: TIRADENTES (Joaquim José da Silva Xavier)
República Catarinense (República Juliana). A marinha da (1746-1792), é considerado o grande mártir da independência
jovem República Riograndense estava bloqueada na lagoa do nosso país. Nasceu na Fazenda do Pombal, entre São
dos Patos, pois as forças imperiais dominavam a cidade de José ( hoje Tiradentes) e São João del Rei, Minas Gerais. Seu
Rio Grande, na saída da lagoa para o mar. Para levar as pai era um pequeno fazendeiro. Tiradentes não fez estudos
forças republicanas até a cidade de Laguna, Garibaldi levou das primeiras letras de modo regular. Ficou órfão aos 11 anos;
seus dois barcos através de um trecho de 86 quilômetros de foi mascate, pesquisou minerais, foi médico prático. Tornou-se
terra, utilizando enormes carretas puxadas por duzentos bois. também conhecido, na sua época, na então capitania, por sua
Em Laguna, Garibaldi conheceu Ana Maria de Jesus Ribeiro, habilidade com que arrancava e colocava novos dentes feitos
conhecida depois como Anita Garibaldi, com quem se casaria por ele mesmo, com grande arte. Sobre sua vida militar, sabe-
e que se tornaria sua companheira de lutas na América do Sul se que pertenceu ao Regimento de Dragões de Minas Gerais.
e depois na Itália. Quando, após quase uma década de luta, Ficou no posto de alferes, comandando uma patrulha de
ficou evidente que a República Rio-grandense estava ronda do mato, prendendo ladrões e assassinos.
condenada a desaparecer, o presidente Bento Gonçalves Em 1789 o Brasil-Colônia começava a apresentar algum
dispensou Garibaldi de suas funções, e ele então mudou-se progresso material. A população crescia, os meios de
para Montevidéu, no Uruguai, com Anita e seu filho Menotti, comunicação eram mais fáceis a exportação de mercadorias
nascido em Mostardas, no litoral sul do estado do Rio Grande para a metrópole aumentava cada vez mais. Os colonos iam
do Sul. tendo um sentimento de autonomia cada vez maior, achando
que já era tempo de o nosso país fazer a sua independência
Regras: Garibaldi nega qualquer carta em jogo (reinos, do domínio português.
fortaleza, Dungeon, eventos,etc,) que forneça restrições aos Houve então em Vila Rica, atual cidade de Ouro Preto, no
reinos adversários. Estado de Minas Gerais, uma conspiração com o fim de
libertar o Brasil do jugo português e proclamar a República.
Guairacá, Lobo dos Campos e das Águas Uma das causas mais importantes do movimento de Vila Rica
122/130 foi a independência dos Estados Unidos, que se libertara do
Herói domínio da Inglaterra em 1776, e também o entusiasmo dos
7 filhos brasileiros que estudaram na Europa, de lá voltando
FR com idéias de liberdade.
Indio. Nadador. Pode usar habilidades de sangue. É o mais Ainda nessa ocasião não era boa a situação econômica da
bravo guerreiro dos Guaranis, cada vez que ele vencer na Capitania de Minas, pois as Minas já não produziam muito
defesa recebe um tributo em sua honra e pode trazer uma ouro e a cobrança dos impostos ( feita por Portugal) era cada
carta da pilha de descarte e anexá-la em si mesmo. Artefatos vez mais alta.
precisam ser de mesmo mundo. O governador de Minas Gerais, Visconde de Barbacena,
resolveu lançar a derrama, nome que se dava à cobrança dos
Estado: Paraná impostos. Por isso, os conspiradores combinaram que a
revolução deveria irromper no dia em que fossem cobrados
Detalhes: Guairacá, lobo dos campos e das águas, era o esses impostos. Desse modo, o descontentamento do povo,
cacique corajoso, aquele que defendia os guaranis e a terra provocado pela derrama, tornaria vitorioso o movimento.
com denodo e bravura, desde o baixo Iguaçu até o A conjuração começou a ser preparada. Militares, escritores
Paranapanema e do Tibagi ao Paranazão. Era uma região de renome, poetas famosos, magistrados e sacerdotes
ambicionada notadamente pelos castelhanos, que já haviam tomaram parte nos planos de rebelião. Os conspiradores
dominado os rio da Prata e Paraguai. Os castelhanos sempre pretendiam proclamar uma república, com a abolição imediata
quiseram invadir essas terras. Mas sempre enfrentaram os da escravatura, procedendo à construção de uma
bravos de Guairacá, dos cem mil arcos vencedores. universidade, ao desenvolvimento da educação para o povo,
Um outro guerreiro de grande valor o sucedeu quando de sua além de outras reformas sociais de interesse para a
morte e comandou os guerreiros no agitado período daquele coletividade.
pedaço do Brasil: Mbiaçá. Numa homenagem póstuma, ele Uma das primeiras figuras da Inconfidência foi Tiradentes. O
chamou aquela região de Guairacá para que todos se movimento revolucionário ficou apenas em teoria, pois não
lembrassem daquele que rechaçara as tentativas dos homens chegou a se realizar. Em março de 1789, o coronel Joaquim
estranhos. Foi este fato que, por muitos e muitos anos, frente Silvério dos Reis, que se fingia amigo e companheiro, traiu-os,
a toda a sorte de inimigos impediu que a terra e a gente denunciando o movimento ao governador.
fossem avassaladas pelos estrangeiros, castelhanos e Tiradentes achava-se , nessa ocasião no Rio de Janeiro.
portugueses, que abreviaram seu nome para Guairá, tendo Percebendo que estava sendo vigiado, procurou esconder-se
sido cantado em prosa e verso: numa casa da rua dos Latoeiros, atualmente Gonçalves Dias,
“Andava Guairacá mui valeroso, sendo ali preso. O processo durou 3 anos, sendo afinal lida a
Astuto, sabio, artero e mui valiente sentença dos prisioneiros conjurados. No dia seguinte uma

Mitos e Lendas - Página 425


nova sentença modificava a anterior, mantendo a pena de Imune a feitiços ofensivos. Pode usar cartas de combate
morte somente para Tiradentes. desarmados. Em batalha Saci apronta de suas travessuras,
Tiradentes foi enforcado a 21 de abril de 1792, no Largo da pegando sem ver as 5 primeiras cartas da pilha de saque de
Lampadosa, Rio de Janeiro. Seu corpo foi esquartejado, sua seu oponente e embaralhando elas entre si, anexando-as
cabeça foi erguida em um poste em Vila Rica, arrasaram a viradas para baixo, contando como bônus de +3 níveis cada.
casa em que morava e declararam infames os seus Para cada carta ofensiva ou maléfica que o oponente usar em
descendentes. batalha Saci pode aleatoriamente descartar uma dessas
cartas. Ao final da batalha as cartas que sobrarem são
Capitão Rodriguez embaralhadas com a pilha de saque oponente.
124/130
Herói Detalhes: O Saci Pererê é conhecido por todo o Brasil pela
5 figura de um meninote negro e travesso, portando sempre
FR uma carapuça vermelha na cabeça e uma piteira sempre
Pode usar habilidades do sangue. Contra campeões de nível acesa na boca. Os Sacis são diabretes brincalhões, que
base maior que 5, Capitão Rodriguez triplica o nível de fazem maldade grande, mas são os responsáveis por todas as
qualquer espada, faca ou chicote e os torna defensivos. pequenas coisas ruins que acontecem na casa. São os Sacis
Detalhes: Rodriguez é o herói dos pampas gaúchos, de fala que queimam o feijão da cozinheira, faz a pipoca virar piruá,
mansa, muito fanfarrão e galanteador. Bom no uso de escondem as coisas quando a gente procura, colocam o
espadas e do chicote adora uma boa briga, de preferência prego virado de ponta pra cima só pra ver alguém pisar.
contra adversários temidos e perigosos. Dizem que a carapuça é o seu ponto fraco, e aquele que a
tomar do Saci faz dele seu escravo. Para capturar um Saci, é
Regra: O poder do Capitão funciona com qualquer arma só esperar um dia com bastante vento e caçar um rodamoinho
designada como espada, faca ou chicote. E mesmo que a com uma peneira de cruzeta. Então é só prender o diabinho
carta não mencione, uma foto que se assemelhe a uma em uma garrafa escura, com uma cruz desenhada na tampa.
dessas armas já é suficiente para o poder de Rodriguez entrar Desse modo, você terá um Saci todo seu, ainda que o
em ação. Como o poder menciona “qualquer espada, faca ou diabrete só apareça quando se cai na modorra: aquele estado
chicote” mesmo artefatos são afetados, embora obviamente nem dormindo e nem acordado.
não se beneficiem do fato de se transformarem em itens
defensivos, ou seja, “apenas” tem o nível triplicado. Regra: As cartas são pegas no início da batalha, estando ele
perdendo ou ganhando, o bônus é contado o total (+15).
Essas cartas são consideradas como anexas e podem ser
Portinari
descartadas, trocar de lado, ser enviadas para o limbo,
125/130 abismo, Void ou descarte, porém contam apenas como bônus
Ladrão +3 cada.
4 Quando a carta é descartada ela volta a ser a original, eventos
RL irão para o abismo (ou descarte se o possuidor usar The
Morto-vivo. Pode voltar uma habilidade de ladrão ao final do Azure Tower). As cartas que funcionam no descarte
turno do jogador, se o poder é usado este campeão é enviado (Guerreiros Sagrados por exemplo) mantem os seus poderes
para o abismo. normalmente.
Saci somente pode usar Cartas de Combate Desarmado
Detalhes: Imagem da carta chamada “Retirantes” Obra de usáveis por heróis ou somente por heróis.
1944.
Cândido Torquato Portinari[1] (Brodowski, 29 de dezembro de
Curupira
1903 — Rio de Janeiro, 6 de fevereiro de 1962) foi um pintor
brasileiro. Portinari pintou quase cinco mil obras, de pequenos 127/130
esboços a gigantescos murais. Foi o pintor brasileiro a Ladrão
alcançar maior projeção internacional. 9
Em 1928 conquistou o "Prêmio de Viagem ao Estrangeiro", da AD&D
Exposição Geral de Belas-Artes, de tradição acadêmica. Em Aventureiro. Gnomo. Nadador. Antes do início da batalha o
1929 Portinari partiu para a Europa, viajou pela Itália, oponente deve cortar seu deck e verificar o último dígito: se 1
Inglaterra, Espanha e se fixou em Paris, onde permaneceu até ou 2 o oponente tem seu poder ignorado. Se 3 ou 4 seus
1930. Ía diariamente aos museus e lá descobriu a pintura aliados se perdem nas matas e não podem ser jogados. Se 5
moderna. Discutia sobre arte nos cafés e não tinha quase ou 6 seus itens mágicos e artefatos não tem poder. Se 7 ou 8
nenhum tempo para pintar. Foi em Paris que Portinari Curupira se torna imune a todas as cartas ofensivas. Se 9 ou
conheceu Maria Martinelli, com quem mais tarde se casou. zero, o campeão adversário consegue se libertar do feitiço e a
Em 1932, Cândido Portinari expôs individualmente. Três anos batalha prossegue normalmente. O deck oponente deve ser
depois, seu quadro Café recebeu a segunda menção honrosa embaralhado.
da Exposição Internacional do Instituto Carnegie, nos Estados
Unidos. Em 1936 pintou o seu primeiro mural, para o Detalhes: O folclore brasileiro é rico em personagens
Monumento Rodoviário na Estrada Rio-São Paulo. Nessa lendários e o curupira é um dos principais. De acordo com a
época, foi nomeado professor de pintura do Instituto de Artes lenda, contada principalmente no interior do Brasil, o curupira
da Universidade do Distrito Federal. Em novembro de 1939 habita as matas brasileiras. De estatura baixa, possui cabelos
expôs 269 trabalhos no Museu Nacional de Belas-Artes. Antes avermelhados (cor de fogo) e seus pés são voltados para trás.
havia executado três grandes painéis para o pavilhão A função do curupira é proteger as árvores, plantas e animais
brasileiro na Feira Mundial de Nova Iorque. No mesmo ano das florestas. Seus alvos principais são os caçadores,
nasceu seu único filho, João Cândido. lenhadores e pessoas que destroem as matas de forma
predatória.
Regra: o poder de Portinari não pode ser usado como Para assustar os caçadores e lenhadores, o curupira emite
resposta. sons e assovios agudos. Outra tática usada é a criação de
imagens ilusórias e assustadoras para espantar os "inimigos
da florestas". Dificilmente é localizado pelos caçadores, pois
Saci
seus pés virados para trás servem para despistar os
126/130 perseguidores, deixando rastros falsos pelas matas. Além
Ladrão disso, sua velocidade é surpreendente, sendo quase
4 impossível um ser humano alcançá-lo numa corrida.
AD&D

Mitos e Lendas - Página 426


De acordo com a lenda, ele adora descansar nas sombras das Tendo 3 deles em seu poço Mimicole pode sacrificá-los para
mangueiras. Costuma também levar crianças pequenas para matar um campeão de nível 5 ou menor em jogo a qualquer
morar com ele nas matas. Após encantar as crianças e momento.
ensinar os segredos da floresta, devolve os jovens para a
família, após sete anos. Regra: Só pode ser feitas cópias se houver campeões em
Os contadores de lendas dizem que o curupira adora pregar jogo e apenas uma cópia por campeão enquanto este estiver
peças naqueles que entram na floresta. Por meio de no poço, se o campeão sair do jogo e retornar pode ser feita
encantamentos e ilusões, ele deixa o visitante atordoado e nova cópia do mesmo.
perdido, sem saber o caminho de volta. O curupira fica Se Mimicole for descartada as cópias permanecem em jogo.
observando e seguindo a pessoa, divertindo-se com o feito.
Mímican
Regra: Não pode ser usado com A Sure Thing pelo fato que 130/130
de a Regra somente afeta cartas que olham e descartam Ladrão
cartas, o que eu não é o caso de Curupira. 2
O poder do Curupira é considerado “before combat” (antes da DL
ativação dos poderes normais dos campeões em batalha). Se Mimicole estiver em jogo quando Mimican for jogado, ela é
descartada independente de poderes especiais ou
Lampião, o Rei do Cangaço imunidades. Quando entra em jogo, todos os jogadores
128/130 devem pedir a permissão deste campeão para usar qualquer
Ladrão carta que copie outra carta.
16
DS Regra: O poder de Mimican é ativado quando ele é baixado e
Avatar. Dois ladrões somando 12 níveis ou mais níveis devem continua valendo enquanto ele estiver em jogo.
ser descartados para colocar Lampião em jogo. Este
cangaceiro, uma vez por turno, pode convocar um ladrão em
qualquer poço para a sua mesa, ele será tratado como Coitero
de suas tropas, podendo ser usado para ataque e defesa,
permanecendo qualquer poder e cartas anexadas. O ladrão é
devolvido no passo 5 do turno oponente sem as cartas
anexadas. Limite de um avatar por poço.

Detalhes: Imagem criada por Fábio Rogério jogador de


Maringá-PR
Virgulino Ferreira da Silva, mais conhecido como Lampião,
nasceu em Floresta do Navio, Pernambuco, no dia 4 de
junhode 1898. Com três anos de escola aprendeu a ler e
escrever. Antes de tornar-se assassino, com 17 anos de
idade, Lampião era vaqueiro, amansador de cavalos e burros.
Nas horas vagas, fazia obras de couro (selas, arreios, etc.) e
tocava sanfona de oito baixos. Quando seu pai faleceu,
Lampião já havia assassinado algumas pessoas e assaltado
muitas fazendas e pequenas cidades. Lampião não entrou no
cangaço por vingança. Conhecedor da região, Lampião sabia
se esconder, em companhia de seu bando, das forças
policiais de quatro Estados que andavam à sua procura,
combatendo-o em batalhas das quais ele conseguia sempre
escapar. Ninguém sabe quantas pessoas Lampião matou.
Considerado violento, sádico, estuprador, incendiário,
Lampião escreveu uma das páginas mais sangrentas da
história dos sertões nordestinos. Rezava, tocava sanfona,
gostava de ler e de ser fotografado, fazia versos, era temido e
respeitado durante os anos que dominou o sertão. Apesar de
cego de um olho (leucoma), tinha uma boa pontaria para
matar os soldados que lhe davam combate. Depois de muitas
lutas, cercos, fugas, Lampião foi abatido com um tiro de fuzil,
na cabeça, pelo soldado Antônio Honorato da Silva, da Força
Policial Alagoana, sob o comando do Capitão João Bezerra da
Silva, que era pernambucano. Maria Bonita, que era sua
amante e vivia no grupo, caiu morta ao seu lado, em
companhia de mais nove cangaceiros. Com a morte de
Lampião, a paz recomeçou a reinar nos sertões nordestinos

Regra: Se o ladrão pego for descartado por alguma razão ele


não voltará para o poço adversário.

Mimicole
129/130
Ladrão
4
DL
Mimicole durante a fase 3 pode dar vida a um campeão
adversário em uma imagem de barro em seu poço, o jogador
pode jogar uma carta de sua mão virada para baixo como uma
réplica de um campeão adversário, sem poder, que será
considerada um monstro de nível 1 que usa qualquer artefato.

Mitos e Lendas - Página 427


Castle Arborgate adversário. O combate tem duração de um round, e a única
01/20 maneira de vencer é por nível. O vencedor dessa batalha
Realm ganha espólios, e o perdedor vai para a pilha de descartes,
Greyhawk independente de seus poderes especiais.
This realm is immune to offensive spells, psionics, and harmful
events. If discarded from your hand or deck by an opponent's Este reino AD&D permite que você ataque o poço, não
action put this realm into play and place any other Castle apenas reinos. Não apenas isso, mas o oponente é obrigado a
Arborgate in play in the Void regardless of any other cards defender ao invest de apenas dar espólios, logo a
special power. recuperação “speed” (estratégia na qual o jogador força o
saque de cartas para vencer) não funcionará.
Texto em português: Este reino torna possível a remoção de alguns dos campeões
Castelo Arborgate mais odiados do jogo, como Necba the Wrathmaker (13/DU
Este reino é imune a feitiços e poderes psiônicos ofensivose Chase) e Manshoon of the Zhentarim (6/RR Chase).
eventos maléficos. Se descartado de sua mão ou de sua pilha Note que, na Arena, a vitória só é alcançada apenas através
de saque por uma ação do oponente, coloque este reino em da maior soma de níveis, portanto campeões como Living Wall
jogo e envie para o Void qualquer outro Castelo Arborgate em [58/PO] e Earth Elemental [60/PO] não poderão ser usados
jogo, independentemente do poder especial de qualquer outra com tanta facilidade. Lembre-se que o oponente não tem a
carta. escolha se deseja lutar ou não.
Todas as cartas que enviam o campeão de volta ao poço
Castelo Arborgate é um reino forte, feito para combater as derrotado agora fazem com que ele seja necessariamente
estratégias de torneio mais poderosas. Primeiro, este reino descartado. isto não apenas permite que você destrua
Greyhawk tem imunidades muito fortes. Ser immune a feitiços, rapidamente os campeões do adversário que incomodam,
psciônicos e eventos derrota todos os métodos de destruir-se como também te dá muitos espólios, aumentando sua
um reino no passo 3 exceto pelo outro poder do Castelo vantagem em número de cartas.
Arborgate. Esta é sem dúvida uma carta ponderosa, que encontrará seu
Como destruição de reinos é um dos métodos mais populares lugar em muitos decks de torneio.
de vencer-se partidas de Spellfire em nível de torneios, essas
imunidades carregam um imenso poder, especialmente Land of Legends
porque nenhum outro reino possui todas essas imunidades. 03/20
O outro método poderoso é a abordagem de “tocar Realm
livremente”, destruir reinos na mão para que eles não entrem AD&D
em jogo. Castelo Arborgate tem uma boa defesa também When this realm is played, it may copy the world designation
contra isso. Se o adversário utilizar essa estratégia, mesmo and special powers of any realm an opponent's formation,
por acidente, Castelo Arborgate entra em jogo (mesmo que except Ancient Kalidnay or Avanil.
fora do passo adequado para descer-se reinos) e manda as
Texto em português:
demais cartas Castelo Arborgate para o Void, Terra de Lendas
independentemente do poder de outras cartas. Isso é Quando este reino é jogado, ele pode copiar a designação de
realmente muito forte e causa grandes estragos naqueles que mundo e os poderes especiais de qualquer reino na formação
usam essa estratégia para ganhar vantagem, uma mecância de um oponente, exceto Ancient Kalidnay ou Avanil.
que esperamos repetir em lançamentos futuros.
Por essas razões, o Castelo Arborgarte provavelmente Esta carta é um grande desafio para qualquer juiz. O principal
aparecerá em muitos torneios futuros. No entanto, duvidamos a ser lembrado ao julgar esta carta é que o reino
que ele apareça em muitos decks divertidos, já que somente primeiramente é jogado para depois copiar o poder e o mundo
nos jogos de torneio as estratégias mais maléficas são de um reino na formação de um adversário, portanto ele não
utilizadas pode copiar o poder de Menzoberranzan [1/4ª ed] para ser
jogado imediatamente, possibiltando ao jogador baixar um
Cúpula BSW 2021: Se um jogador for forçado a descartar um outro reino em sua formação no passo 2. Pela mesma razão,
reino da mão e este for o único reino disponível, seu poder é poderes que ativam quando o reino é jogado (como Templo
ativado, pois o adversário provocou o descarte. da Maldade Elemental [17/4ª ed] ou Furyondy [16/4ª ed]) são
inúteis de se imitar porque Land of Legends já está em jogo.
Arena of Dori the Barbarian Ancient Kalidnay [92/AR] e Avanil [5/BR] foram restringidos
02/20 devido a seus poderes especiais.
Realm É muito importante ressaltar também que apenas reinos
AD&D adversários podem ser copiados, então a eficiência de seu
This realm is the home of combat. In phase 4, in place of uso depende de seu oponente (especialmente porque reinos
attacking a realm, any player during their turn, can make an destruídos normalmente são considerados como sem poder).
attack directly against a champion in an opponent's pool. Escolher o momento certo para baixar esse reino é
Combat lasts for one round and the only way to win is by level. complicado, uma vez que, quando houver um reino bom a ser
The winner of this fight gets spoils and the loser goes to the imitado, ele provavelmente será baixado na parte de trás da
discard pile, regardless of special powers. formação. Um bom uso para esta carta é jogá-la logo apos o
uso do evento Cerco [203/2ª ed], de modo que ele fique na
Texto em português: primeira posição da formação, e imitar o reino adversário que
Arena de Dori, a Bárbara concede a melhor restrição possível.
Este reino é o lar do combate. Na fase 4, no lugar de atacar Por fim, lembre-se que, mesmo que o reino copiado seja
um reino, qualquer jogador, em seu turno, pode fazer um arrazado ou removido de jogo, Land of Legends mantém o
ataque diretamente contra um campeão no poço do poder copiado até que ele seja retirado de jogo.

Inquisition Brasil - Página 428


Ser capaz de retornar todos os aventureiros da pilha de
Village of Nulb Descartes para a mão é um poder incrível, com potencial para
04/20 mudar o jogo, especialmente quando usado próximo ao fim da
Realm partida. A grande desvantagem desta carta é que ela precisa
Greyhawk ficar em jogo até o início de seu próximo turno, já que seu
While this realm is in play, the Temple of Elemental Evil cannot poder é usado no passo 0, mas ela só pode ser jogada no
be played. If played when the Temple of Elemental Evil is passo 2. Portanto, a melhor maneira de se usar essa carta é
already in play, the Temple’s owner must immediately discard no turno que antecede o seu turno extra, seja com Caravana
3 cards at random from his hand. (131/4ª ed) ou Ancient Kalidnay [92/AR]. Isso poderia ser
ainda uma razão decente para se usar o evento Biding Your
Texto em português: Time [22/BR], já que o uso deste evento é muito arriscado
Vila de Nulb para valer a pena. Para ajudar na proteção dessa fortaleza até
Enquanto este reino estiver em jogo, Templo da Maldade que você possa recuperar os seus aventureiros, considere
Elemental não pode ser jogado. Se jogado quando o Templo anexá-la ao reino The Gorgon's Crown [4/BR] ou the Shining
da Maldade Elemental já estiver em jogo, o possuidor do Lands [87/BR], pois ambos possuem boas imunidades. Se
Templo deverá descartar 3 cartas de sua mão aleatoriamente. anexado a bons reinos como esses, você pode até mesmo
deixar a fortaleza em jogo por tempo suficiente para usar o
Como qualquer veterano de Spellfire sabe, o Templo da seu poder da melhor maneira possível.
Maldade Elemental aparece em praticamente todos os decks Os poderes dessa fortaleza são bem similares aos de Photed
de torneio. Agora, há uma boa alternativa. Vejamos então [289/4ª ed] e Dearlyn Ambersong [44/DU] (exceto que a
como ela funciona. Primeiramente, além de ser Greihawk (o Adventurers' Guild protege contra Con Game [82/DU], que,
que significa que el epode ser protegido por cartas como The para alguns, é razão suficiente para usar a carta), não tendo
Labyrinth of Castle Greyhawk [6/DU]), este reino não oferece muita conexão entre si.
nenhum poder defensivo, então geralmente você quererá que A prática dirá qual é o melhor momento para usar esta
ele seja jogado em uma posição protegida. fortaleza, mas Jim Butler recomenda o uso quando houver
Se jogado no início da partida, ele previne os adversários (e cinco ou mais aventureiros na pilha de descartes (baseando-
também a você) de jogar o Templo. Isso elimina todos os se em um deck com 19 ou 20 aventureiros, logo ajuste sua
motivos de se jogar com o Templo, exceto, é claro, se Village linha de corte de acordo com o total de campeões em seu
of Nulb estiver arrazado. No entanto, para evitar que o Templo deck).
seja jogado, geralmente há a necessidade de se jogar esta Essa carta é um grande acréscimo ao arsenal dos
carta em uma posição desprotegida da formação. Portanto, á aventureiros e deveria ser usada sempre que possível em
fácil perder o benefício da carta,já que o poder da Vila não se decks com essa temática.
renova quando ela é reconstruída.
O outra momento para se jogar essa carta é quando o Templo Luccia
já estiver em jogo. Se isso acontecer, o dono do Templo 06/20
(mesmo que ele esteja arrazado) perde três cartas da mão, e Hero
o mais importante, a perda é aleatória. Perder cartas 5
aleatoriamente é muito ruim, como qualquer um que tenha AD&D
jogado contra o Hettman Tsurin pode-lhe dizer. Isso sempre Adventurer. Can use thief skills. Luccia has a +7 flying griffin
pode eliminar cartas-resposta importantes, que estavam mount as her ally that makes her a flyer. She is a great scout,
apenas aguardando o momento certo para serem usadas. thus when she is in the pool, all adventurers may use their
Contudo, deve-se notar também que muitos jogadores ficam special powers (and those of attached cards) first when
com muito pouco em suas mãos após o seu turno, ou mesmo defending.
guardam muitas coisas inúteis.
É importante ressaltar ainda que, assim como o Hetman, é o Texto em português:
possuidor da Vila que escolhe aleatoriamente as cartas que Luccia
serão descartadas da mão do dono do Templo, quando for o Aventureira. Pode usar habilidades de ladrão. Luccia tem um
caso. grifo voador como montaria e aliado +7 que a torna voadora.
Ela é uma excelente batedora. Estando ela no poço, todos os
Adventurers' Guild aventureriros podem usar o seu poder (e de suas cartas
05/20 anexadas) primeiro quando defendendo.
Holding
Birthright Luccia é outra forte aventureira para decks com essa
All adventurers in play gain 1 level and are immune to thief temática. Por ser uma heroína capaz de lançar habilidades de
skills. At the start of this player’s turn, he may return all ladrão, ela não é afetada pelo poder de Guildmaster [28/NS].
adventurers from his discard pile to his hand by sending this Ela pode invocar seu aliado grifo para torná-la voadora (ela
holding to the Abyss. não é considerado voadora sem o seu aliado, então, quando
ela ataca um reino voando, seu aliado foi automaticamente
Texto em português: invocado) a qualquer momento durante a batalha. Apesar de
Guilda dos Aventureiros seu poder não necessitar da presença de nenhum outro
Todos os aventureiros em jogo ganham 1 nível e se tornam aventureiro no mesmo poço, ele só funciona para outros
imunes a habilidades de ladrão. No início do turno deste aventureiros (logo se encaixando apenas em decks de
jogador, ele pode retornar todos os aventureiros da sua pilha aventureiros), e apenas quando Luccia estiver no poço (não
de descarte para mão se enviar esta fortaleza para o Abismo. enquanto ela está em combate).
Seu poder defensivo funciona muito bem em decks de
Esta carta de suporte é muito forte quando usada em decks aventuireiros, por permitir que os aventureiros usem seu poder
temáticos de aventureiros. primeiro. Mais importante, ele permite que os anexos desses
Primeiramente, é importante esclarecer que todos os aventureiros sejam ativados primeiro, portanto essa carta
aventureiros em jogo (não só os seus) ganham um nível e se funciona bem com anexos que provocam vitória automática,
tornam imunes a habilidades ofensivas de ladrão. como a Vorpal Blade [56/FR] ou Ebony Cup of Fate [8/FR
Note também que essa é uma fortaleza Birthright, logo, para Chase], entre muitos outros.
usar esta carta, qualquer deck de aventureiro precisaria usar
alguns reinos desse mundo, já que o poder da fortaleza só é Karistyne
ativado se ela for enviada do Abismo vinda do jogo. 07/20
Hero

Inquisition Brasil - Página 429


8 entre outros. Qualquer deck que use esses feitiços often
Greyhawk poderia também usar esse clérigo (e com Dispel na lista,
Adventurer. Can use cleric spells. If owned by a player with at muitos decks de torneio provavelmente o usarão).
least 3 other adventurers, none of this player's adventurers
can be sent to the Abyss for any reason by any player (even Card Combo (from Desafio aos Corajosos 2013): Jerome’s
this one). special powers can be used to retrieve Ward of Freedom
Texto em português: (411/4th ed) and Divine Intervention (81/DL) from the discard
Karistyne pile to this player’s hand, allowing him to use Gib Kcir (16/RR
Aventureira. Pode lançar feitiços de clérigo. Se possuída por chase)’s special powers many times during a match!
um jogador com pelo menos 3 outros aventureiros, nenhum
aventureiro deste jogador pode ser enviado ao Abismo por Card Combo (from Desafio dos Corajosos 2016): Esta é uma
qualquer razão por qualquer jogador (inclusive este). versão melhorada do combo Butler's Balderdash, permitindo
que o jogador potencialmente possa arrasar um reino por
Esta aventureira só deveria ser considerada em decks turno, ja que, ao vencer o combate automaticamente graças
temáticos de aventureiros, já que Karistyne requer outros ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado.
aventureiros para ativar o seu poder. Contudo, o poder de Jerome então retorna o feitiço no passo 5 para que o combo
Karistyne é bem mais útil que o poder da maioria dos persista indefinidamente.
aventureriros da 4ª edição, já que seu poder não necessita
que ela esteja no poço para ser ativado. Se o jogador de Aria Kyra
Karistyne controlar no mínimo três aventureiros, esta carta 09/20
torna-se bem similar a dungeon Mausoleum of the Zombie Hero
Master [1/DU]. Seu poder protege todos os aventureiros que 7
pertençam ao jogador que a controle de serem enviados ao Dark Sun
Abismo por qualquer razão. Mesmo que essa habilidade Halfling. Can use thief skills. Champions of base level 6 or
também o impeça de enviar seus aventureiros para o Abismo, higher cannot defend against this champion.
isso não chega a causar problemas, já que até agora não há
nenhuma carta aventureiro que precise ser enviada ao Abismo Texto em português
para ter seu poder ativado. Desde que você não inclua Aria Kyra
nenhuma carta que implique sacrifício de campeões ao Halfling. Pode usar habilidades de ladrão. Campeões de nível
Abismo, esta carta encaixa-se perfeitamente em qualquer base 6 ou maior não podem defender contra este campeão.
deck temático somente de aventureiros, dando um bom
suporte ao tema. Fora de um deck de aventureiros, você Aria é um campeão muito interessante para decks de
nunca verá ou deverá usar essa carta. combate, ou para decks de “matá-los no poço”. Seu poder de
prevenir que campeões de nível 6 ou mais combatam contra
Jerome Kazinskaia ele faz com que ele receba espólios com grande facilidade.
08/20 Para fazê-lo ficar ainda mais forte, combine-o com outras
Cleric cartas que restrinjam ainda mais os tipos de campeão que
10 podem combatê-lo ou com cartas específicas de vitória
Greyhawk automática. Exemplos incluem A Lança Certeira [318/3ª ed],
Jerome does not need permission to cast any cleric spell. Sword and Helm of Garion [21/UD], Sword of Sharpness
During this player’s turn, Jerome may do one of the following [64/DU], entre outros.
actions: during phase 3, he may retrieve from his discard pile Seu nível geralmente dá a oportunidade ao oponente de jogar
one non-undead/werebeast ally. Or, during phase 5, he may a primeira carta na batalha, logo seu enfoque deve ser vencer
retrieve any one defensive cleric spell from the discard pile. a batalha antes que ela realmente comece. O melhor meio de
derrotar Aria Kyra são os meios normais de derrotar um
Texto em português campeão, já que ele não possui nenhuma imunidade. Alguém
Jerome Kazinskaia que queira protegê-lo faria bem em usar Dark Haven [188/4ª
Jerome não precisa pedir permissão para lancer nenhum ed], tanto para imunizá-lo, como para baixar o seu nível,
feitiço de clérigo. Durante o durno deste jogador, Jerome pode fazendo com que ele seja o primeiro a usar cartas em
realizar uma das seguintes ações: durante o passo 3, ele pode combate.
retornar um aliado não morto-vivo e/ou não-licantropo da pilha Ele é uma boa escolha para decks de combate focados em
de descartes, ou, durante o passo 5, ele pode retornar um espólios, já que campeões de nível alto não podem sequer ser
feitiço de clérigo defensivo da pilha de descartes. sacrificados para defender seus ataques, evitando cartas
como Living Wall [58/PW]. Na defesa, esse é um campeão
Jerome é uma carta interessante, com muitas opções bem fraco, logo o deck deveria possuir outras fontes de
possíveis de uso. A primeira linha quer dizer que ele é defesa.
immune ao poder do campeão Arquidruida [285/4ª],
permitindo que ele lance qualquer feitiço de clérigo que ele The Devourer
normalmente lançaria. Esta habilidade não protege seus 10/20
feitiços de mago (se anexado a algo como a Mão de Víbora Monster
[103/3ª ed]), já que o texto especifica feitiços de clérigo. A 9
segunda parte de seu poder é uma escolha entre duas opções AD&D
a cada turno. Para um deck de aliados, durante o passo 3 This champion must attack on the owning player’s turn or be
(incluindo, é claro, o turno em que Jerome é jogado), el epode sent to the abyss. It is immune to all cards that prevent attacks
recuperar um aliado que não seja morto-vivo ou licantropo. Há from occurring and the powers of all realms and holdings. If
muitos bons aliados nessas condições, tornado Jerome uma the Devourer wins a round of combat, the owning player may
ótima opção para qualquer deck de aliados (ou um deck que send one champion in any player’s pool to the Abyss.
possui alguns bons aliados para interromper batalhas). O
outro poder pode ser ainda mais útil: durante o passo 5 (após Texto em português
o combate),el epode recuperar um feitiço de clérigo defensive O Devorador
da pilha de descartes. Bons exemplos de feitiços incluem: Este campeão deve atacar a cada turno deste jogador ou ser
Divine Intervention [81/DL] (para recuperar um campeão e um enviado para o Abismo. Ele é imune ao poder de todas as
aliado), Thrice Heart Cup of Balder the Red 1/FR Chase], cartas que impeçam ataques de ocorrer e ao poder de todos
Intercession [48/RR] (com errata de feitiço defensivo), Dispel os reinos e fortalezas. Se o Devorador vencer um round de
[400/4ª ed], Locate Object [422/4ª ed], Atonement [17/IQBR],

Inquisition Brasil - Página 430


combate, seu possuidor pode enviar um campeão em Sharpness [64/DU], Blamblower [56/DL] e Sword and Helm of
qualquer poço para o Abismo. Garion [21/UD Chase]. Definitivamente uma boa carta para
jogadores que adoram combos.
O Devorador é um campeão que se encaixa em muitos decks
de combate. Ele deve atacar todo o turno ou ser mandado
para o Abismo, mas tem a grande vantagem de ser imune a Torgo, the Mad Scientist's Assistant
quase todas as cartas que o impedem de atacar. A imunidade 12/20
a poderes de reinos e fortalezas também funciona fora de Cleric
combate, logo o Devourer nunca precisa se preocupar com 6
Horned Society [117/3ª ed] ou com ter que descartar cartas AD&D
para a Den of Thieves [24/NS Chase]. Além disso, já que as During phase 3, while this champion is in play, any two allies
imunidades são transmissíveis, seus aliados também podem can be combined (levels added together) into a single monster
atacar independentemente dos poderes de reinos e fortalezas. champion. This champion keeps the powers of the allies as its
Portanto, uma boa maneira de usar o Devourer é colocá-lo em own. Any champions formed this way stay in play even if
um deck de combate focado em aliados. Torgo leaves play.
Esse poder de atacar livremente funciona muito bem com seu
último poder, de, ao vencer um round de batalha, permitir que Texto em português:
o seu controlador envie um campeão em qualquer poço para o Torgo, o Assistente do Cientista Maluco
Abismo. Isso permite que ele se livre de campeões que Durante a fase 3, enquanto este campeão estiver em jogo,
causam problemas, como Necba the Wrathmaker [14/DU este jogador pode combinar quaisquer dois aliados (níveis são
Chase] ou Tasslehoff Burrfoot [39/DL]. Isso pode ser somados) em um único campeão monstro. Este campeão
potencializado por cartas que permitam que ele ataque mantém os poderes dos aliados como o seu próprio. Qualquer
diversas vezes como Cloak of Displacement [34/BR]. Note que campeão formado dessa maneira permanece em jogo mesmo
seu último poder não é ativado quando o adversário permite que Torgo seja descartado.
que o reino seja simplesmente destruído, já que o Devourer
não terá vencido nenhum round de batalha. No entanto, o Isto é muito interessante e parece uma combinação de Gib
Devourer não é tão difícil de defender . Cartas de vitória Hcivonad [19/NS Chase] e Strahd's Malefic Meld [52/RV]. Este
instantânea, como Living Wall [58/PW], Lovely Colleen [22/1ª poder é muito útil para a elaboração de combos. Alguns
ed Chase] ou A Lança Certeira [318/3ª ed] significam que o incluem: Ninja [70/FR] e Galek [274/3ª ed], Assassinos [221/4ª
Devourer não virá até você, ou ele lhe dará espólios grátis. ed] e The Starving Artist [439/3ª ed], Flesh Golem [73/RL] e
Recomendamos o uso dessa carta em qualquer deck de Loup-Garou [79/RL], Flaming Fist [238/4ª ed] e Dream Team
focado fortemente em combate com variadas opções de [1/RR Chase] (este é especialmente terrível quando usado
cartas suporte (aliados e itens mágicos), porém seu uso é com Kevin's Blade of Doom [206/3ª ed] anexada), Skeletal
pouco recomendado em jogos de um contra um, já que muitos Lord [217/4ª ed] e Troglodyte [46/DU], Clay Golem [247/4ª ed]
decks possuem cartas de vitória instantânea contra monstros. e Ki-Rin [248/4ª ed], entre outros. Outros aliados que seriam
Em jogos de vários jogadores, não deverá ser difícil encontrar poderosos nessa situação incluem Nobre Djinni [84/3ª ed],
jogadores despreparados. Devorador do Intelecto [213/4ª ed], Lanceiros Kank [255/3ª
ed], Barbaric Allies [512/4ª ed], Undead Dragonrider [81/DN],
Ba'Thrang Chimera [13/DN Chase], The Dreaded Ghost [246/4ª ed],
11/20 Master Illithid [53/DU], entre outros.
Psionicist Imunidades também podem ser úteis, já que usar esta carta
6 geralmente não ajuda em termos de proteção.
Dark Sun Embora forte, Jim Butler recomenda o uso desta carta apenas
If this champion attacks a realm that has the capability to em decks de tamanhos maiores (75 ou 110 cartas) com
defend itself, he can psionically force the realm champion to muitos aliados, já que esperar por combos (razão essa que
defend against him in battle. (Off) leva ao uso dessa carta) pode atrapalhar a performance do
jogador.
Texto em português:
Ba'Thrang The Gathering
Se este campeão atacar um reino que possui a capacidade de 13/20
defender-se, ele pode psionicamente forçar o campeão do Event
reino a defender contra ele na batalha. (Ofe) This card can only be played in the opponent’s turn. This
player may search his draw pile for up to 10 levels of non-
Esta carta possui um poder único, facilmente usado para fazer avatar champions (4 maximum) and place them in his hand.
combos. Há diversos modos de usá-lo de modo eficiente para (Helpful)
sacar espólios em muitas situações. Primeiro, há muito
poucas formas de anular o poder desta carta. A principal e Texto em português:
melhor é Ur Draxa [32/4ª ed], que torna você e seus O Encontro
campeões imunes a cartas de poder psiônico, o que significa Esta carta só pode ser jogada no turno do oponente. Este
que campeões de reino também são imunes, logo não seriam jogador pode procurar em sua pilha de saque por até 10 níveis
forçados a defender. Uma outra forma seria o campeão do de campeões não avatar (no máximo 4) e colocá-los em sua
reino ser imune a poderes psiônicos, porém até agora não há mão. (Benéfico)
nenhum reino com essa característica. Finalmente, Dispel
Psionics [17/RR Chase] e Vaerhimana [263/3ª ed] podem Esta carta é a chave para muitos decks. Mesmo sendo usável
parar esse poder. apenas no turno de seu oponente. qualquer deck que precise
As poucas maneiras de parar Ba'Thrang fazem-no poderoso, de um campeão não avatar (abaixo de nível 11) para um
assim como a facilidade de realizar combos. A melhor maneira combo pode usar essa carta, sendo a melhor carta de busca
de usá-lo é convocar campeões com poderes de vitória de campeões no deck. Por exemplo, um deck chato poderia
automática para ajudá-lo (usando cartas como Helm of pegar Hettman Tsurin, Marco Volo e Necba the Wrathmaker.
Teleportation [219/1ª ed]), especialmente Apocalypse [343/4ª Decks de aventureiros poderiam facilmente ajudar seus
ed], que derrota instantaneamente campeões de reino. Isso campeões a ativarem seus poderes que requerem a presença
também pode ser feito usando o Medalhão da Megalomania de aventureiros no poço. Um deck de itens mágicos poderia
[419/2ª ed chase] para anexar Johdee's Mask [218/1ª ed] ou pegar Chernevik [347/4ª ed] para mantê-los a salvo. Mas o
Fang of Nosferatu [70/RV] para imitar o seu poder. Outras melhor de tudo é que os campeões vão para a sua mão,
cartas que são boas para fazer combo incluem Sword of

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permitindo que você mantenha-os em segredo do oponente Primeiro, ficou decidido oficialmente que não se pode dizer
quando joga essa carta. "Spite and Malice" ao escolher a carta que se quer negar, logo
Além disso, com o enorme limite de 4 campeões, campeões você tem que recorrer aos métodos regulares para ficar livre
de nível 1 ou 0 são facilmente trazidos para a mão. A lista desta regra (outras cartas-regra, Ellorelloran [93/UD], etc.).
completa desses campeões é Living Scroll (0) [408/2ª ed], Essa carta permite que você negue a pedra no seu sapato (a
Gelatinous Cube (0) [421/3ª ed], Gatekeeper (1) [422/3ª ed], carta que mais lhe incomoda).
Lernaean Hydra (0) [7/DN Chase], Crawling Claws (1) [66/NS] Duas são as filosofias sobre a escolha das cartas a serem
e Convocação (?) [378/Port ed]. Lembre-se também que negadas. O método mais simples é nomear a carta em jogo
campeões com nível “?” são considerados como tendo nível 0. que mais lhe incomoda. Alvos comuns usando essa opção
Por fim, essa carta é perfeita para decks de vitória automática. incluem Etherial Champion [508/4ª ed], Necba the
A possibilidade de trazer um Living Wall [58/PO], Adorável Wrathmaker [14/DU Chase], Mulmaster [73/4ª ed] um mesmo
Colleen [22/1ª ed chase] ou mesmo The King of the Elves Blamblower [56/DL]. A outra opção é nomear uma carta que
[440/3ª ed] geralmente rende-lhe espólios, o que justifica o você espere que o seu adversário jogue. Isso inclui Caer
espaço usado com esse evento. Não use esta carta sem ter Allison [3/FR], Caravan [131/4ª ed] ou mesmo Estate
idéia do que irá pegar, mas se você tiver um plano, essa carta Transference [437/3ª ed]. Pessoalmente, Jim Butler admite o
é uma das melhores em muitos estilos de jogo. uso das duas estratégias em situações diferentes. Por
exemplo, se você for o primeiro jogador a usar A Caravana,
The Guild of Adventurers então jogue Spite and Malice e nomeie A Caravana. Se o seu
14/20 adversário está usando uma estratégia de copiar cartas,
Dungeon negue as cartas copiadas. As cópias perderão o poder, pois
AD&D as cartas copiadas continuam em jogo, mas sem poderes.
If this player has an adventurer discarded outside of combat, Essa não é uma carta ruim de se carregar em quase qualquer
he may replace it by searching for any adventurer in his deck baralho, mas aqui vai um aviso: cada um de seus adversários
and put it into his pool. também pode nomear uma carta, logo VOCÊ precisa se
certificar que seu deck não funcione em apenas em função de
Texto em português: um combo que provavelmente será nomeado. Oponentes
A Guilda dos Aventureiros acostumados ao seu deck nomearão as suas cartas chave, e
Se algum aventureiro deste jogador for descartado fora de então a sua própria carta funcionará contra você. No entanto,
combate, ele pode substituí-lo procurando em sua pilha de o uso dessa carta em um deck não requer uma outra carta
saque por outro aventureiro e colocando-o em jogo. para funcionar.

Esta é uma carta que era muito desejada; uma dungeon para The Tomes of Spellfire
aventureiros. Agora a pergunta é "Ela é melhor que outras 16/20
dungeons que um deck de aventureiros poderia usar?" Artifact
Essa carta não provê a seus aventureiros quaisquer proteções +2
contra serem descartados, mas ela tem um poder que pode AD&D
ser ainda melhor. Se um deles for descartado fora de combate Usable by champions of any world. When the attached
(nota: ser mandado para o Limbo, Abismo ou Void não ativa o champion is victorious in a round of battle, this player may
poder da dungeon), você pode procurar em seu deck por um shuffle and cut any players draw pile, then look at the top three
aventureiro e o colocar em jogo. Alguns dos melhores cards and remove one of them to the abyss. After the card is
aventureiros para colocar no deck incluem Sharla [290/4ª ed], removed, this artifact must be discarded.
Rumples [297/4ª ed], Dearlyn Ambersong [44/DU] e Dor
Amberglow [25/DU Chase]. No entanto, Jim Butler entende Texto em português:
que a melhor carta para ser buscada com essa dungeon seria Os Escritos do Spellfire
Karistyne [7/IQBR], já que ela previne que quaisquer de seus Usado por campeões de qualquer mundo. Quando o campeão
aventureiros sejam enviados ao Abismo, tornando a dungeon anexado vence um round de batalha, este jogador pode
ainda mais poderosa. embaralhar e cortar a pilha de saque de qualquer jogador e
Uma outra carta que combina bem com essa dungeon seria então olhar as três cartas do topo enviando uma delas para o
um feitiço ou efeito que trouxesse campeões de volta da pilha abismo. Após enviar uma carta para o abismo este artefato é
de descartes. Isso intimidaria qualquer um a investir contra o então descartado.
seu poço fora de combate.
A melhor forma de anular o poder dessa dungeon é matar os Os Escritos são uma interessante carta de "vitória melhorada".
campeões no poço daquele jogador durante o combate, Este artefato, usável por qualquer campeão, permite que você
usando cartas como Lyr of the Mists [23/PO] ou Arrow of envie uma carta do adversário para o Abismo sem lhe dar a
Slaying [200/4ª ed]. chance sequer de jogá-la. O efeito adicional de
Você também pode abusar do poder da dungeon, já que a embaralhamento é muito importante para impedir que um
dungeon não exige que os aventureiros sejam descartados jogador vá atrás das cartas que o adversário colocou no topo
por força do oponente, logo eles podem ser usados para de sua pilha de saque usando cartas como Runes of the
trazer um avatar para o jogo ou para ativar a Bag of Holding Future [13/ RR Chase] ou Rengarth Oracle [503/4ª ed], porém
[28/AR] (para conseguir o campeão substituto E a carta da isso também impede o funcionamento efetivo dessas cartas
BoH). (já que o reembaralhamento significa que a carta desejada
Jim Butler entende que essa dungeon é uma ótima carta de não se encontra mais naquele lugar).
suporte a decks de aventureiro. Os Escritos são uma das poucas cartas que lhe permitem
embaralhar o deck do adversário (a maioria faz com que o
Spite and Malice adversário embaralhe o próprio deck), logo não seria uma má
15/20 idéia usá-la quando se tem sérias preocupações sobre se o
Rule Card oponente está trapaceando.
When played, all players name one other card. The named Você pode escolher uma das três cartas do topo da pilha de
cards have no special power while this rule card is in play. saque após o corte para enviar ao Abismo, o que é uma
excelente maneira de enviar reinos para o Abismo,
Texto em português: especialmente quando cominada com outras cartas que
Rancor e Maldade produzem o mesmo efeito como Estate Transference [437/3ª
Quando jogada, todos os jogadores nomeiam uma carta ed] ou o combo com os eventos Espionage! [18/BR] + Three
qualquer. As cartas nomeadas ficarão sem poderes especiais Card Monte [27/NS].
enquanto esta regra estiver em jogo.

Inquisition Brasil - Página 432


No entanto, há um grande requisito para a ativação deste passos. O passo 3 só será útil para o uso dessas cartas extras
poder: você deve ganhar um round de batalha. Com apenas ou para prepará-lo para a próxima batalha. Decks de batalha
um desprezível bônus +2, você precisa ter fortes cartas de são os mais beneficiados pelo uso dessa carta, já que ela lhe
suporte para garantir a ativação do poder dos Escritos de permite tirar vantagem de um adversário que você tenha
Spellfire. Portanto, Jim Butler apenas usaria esta carta como a acabado de derrotar enquanto ele estiver fraco ou forçar o seu
única carta de "vitória melhorada" em um deck com alguns caminho por uma defesa surpreendentemente forte.
bons aliados ou feitiços de vitória automática e somente pela O melhor tipo de deck para usar essa carta é um deck com
estratégia de enviar reinos para o Abismo (ou cartas chave muitas cartas de poder psiônico e com Highmaster Illithios
como A Sure Thing). [21/DU Chase], possibilitando o saque de uma carta extra pelo
uso dessa carta, que poderá ser jogada no novo passo 3.
Atonement Apenas poucas cartas permitem que você tenha mais de uma
17/20 batalha por turno: Caos do Tempo (71/ML) e Chapada dos
Cleric Spell Guimarães (8/ML), que funcionam muito bem em conjunto
Place this card and the caster into the abyss, then take any com essa carta.
other card from your abyss and put it into play. (Def) Por fim, vale lembrar que a Cúpula BSW 2009 definiu que não
é possível jogar dois turnos extras consecutivos, portanto não
Texto em português: é possível usar esta carta imediatamente antes ou depois de
Expiação um turno extra concedido por The Caravan (319/1st) ou
Envie esta carta e o seu lançador para o Abismo; em seguida Ancient Kalidnay (92/AR). Por se tratar de um turno extra,
pegue qualquer carta em seu Abismo e a coloque em jogo. essa carta pode ser cancelada por cartas que cancelam
(Def) turnos extras, como Temporal Stasis (53/AR)

Esta carta definitvamente tem seus usos, a maioria deles Slap!


relacionado a combos. 19/20
O único momento para usar esse feitiço em uma carta Unarmed Combat Card
qualquer seria quando você sabe que está combatendo um Def
deck focado em enviar cartas para o Abismo, especialmente Usable only by non-spell casting champions. This maneuver
reinos. No entanto, essa não parece ser uma boa solução disrupts the concentration of any champion, canceling the
(apesar de, sendo o feitiço jogável a qualquer momento, effects of a just played spell, blood ability, psionic power, or
alguém poderia usá-lo nos passo 1 ou 2 quando não puder thief skill.
descer um reino para voltar um reino enviado ao Abismo por
um Estate Transference [437/3ª ed] usado pelo adversário). Texto em português:
Os melhores combos possíveis com essa carta devem utilizar Slap!
o campeão Gir Kcir [16/RR Chase]. Muitas cartas já foram Usado apenas por campeões não lançadores de feitiço. Esta
usadas para permitir que um jogador use o poder desse manobra perturba a concentração de qualquer campeão,
campeão várias vezes, como cartas que copiam o poder de cancelando os efeitos de qualquer feitiço, habilidade de
um campeão, Gatekeeper [426/3ª ed] (que também pode ser sangue, poder psiônico ou habilidade de ladrão, recém
copiado), Ward of Freedom [411/4ª ed], entre outras. Essa lançado.
carta poderia ser encaixada facilmente em um deck com essa
temática (geralmente para retornar o Gatekeeper quando o Para Jim Butler, esta é a melhor carta desta coleção. Mesmo
Abismo estiver cheio, trazendo de volta todos os campeões um deck bastante carregado de magia carrega um bom
que lá estiverem, reiniciando mais uma vez o combo). campeão para um propósito diverso, mesmo que seja apenas
Um outro combo interessante (para partidas de torneios) é um Living Wall [58/PW] para defesa, um Necba [14/DU Chase]
retornar Avanil do Abismo para o jogo no passo 3, podendo para provocar os seus oponentes ou um Tasselhoff para
sacar outras cinco cartas mesmo já tendo baixado um reino recuperar itens mágicos descartados. Portanto, na grande
nesse turno, uma vez que esse feitiço não possui passo para maioria dos casos, um jogador possui campeões aptos em
ser jogado. número suficiente para usar esta carta como counter.
Além desses usos (ou para retornar um campeão importante Sua habilidade de cancelar praticamente qualquer carta de
que tenha sido alvo de um Mindkiller [56/UD] ou de um suporte torna o seu valor incomensurável por afetar as cartas
Takhisis's Abyssal Gateway [13/DL Chase]), Jim Butler mais mortais do jogo, incluindo Estate Transference [437/3ª
entende que não há muita razão para usar esta carta em um ed], Death Field [81/DU], Psionic Disintegration [73/DU] e Con
deck. Game [82/DU].
As únicas cartas de suporte importantes não afetadas por
Time Travel essa carta de combate desarmado são eventos (que
18/20 geralmente são separados), cartas de combate desarmado
Psionic Power Card (muito poucas são usáveis fora de combate) e aliados (idem).
This player can take another turn after his current turn is A única carta similar a essa é Dispel (400/4ª), que possui dois
finished, starting with his phase 3 (skipping phases, 0, 1, and problemas significativos. Primeiro, ela não afeta habilidades
2). This card is placed in the Void after its successful use. If de ladrão, o que siginifica que você precisa de outro método
canceled, it goes to the discard pile. (Def/5) para cancelar cartas problemáticas como Con Game ou
Hijacking [86/DU], dos quais são exemplos Alarm [85/NS]
Texto em português: Busted! [3/NS Chase], Boneca Carajá [54/ML] e Rebater
Viagem no Tempo [74/ML]. O outro problema é que ele é um feitiço, tornando-o
Este jogador pode jogar um outro turno após o final de seu mais fácil de ser cancelado. Cancelar cartas de combate
turno atual, iniciando-o em sua fase 3. Esta carta é enviada desarmado, especialmente fora de combate, é muito mais
para o Void caso seja usada com sucesso. Se cancelada, ela difícil (os poucos counters existentes incluem Reversal [435/4ª
é enviada para a pilha de descarte. (Def/5) ed], Counter [437/4ª ed] e Evade [98/DN], que afetam apenas
cartas de combate desarmado) .
Para um deck focado em combates, esta é uma excelente Portanto encontrará utilidade e lançadores em praticamente
carta. O turno extra por ela concedido pode não ser um turno qualquer deck. É por isso que Jim Butler entende que ela é a
completo, mas ele permite o uso de poderes e feitiços de melhor carta da coleção IQBR.
passo 3 (muito útil quando usado em um deck de Mulmaster
com feitiços de passos 3 e 4). I Know What You are Thinking!!!
Ter passos 3, 4 e 5 extras pode ser útil, mas a melhor razão 20/20
para fazê-lo é se for possível sacar mais cartas nesses Psionic Power Card

Inquisition Brasil - Página 433


Ofe sórdidos são preparados descartando-se cartas-resposta,
While this power is in play, all opponents must now play with ataques preparados ao descartar-se cartas suporte, etc)
their hands face up on the table. This power lasts until Há poucas razões para não se usar essa carta, no entanto
negated. uma delas é a principal resposta a essa carta: Handmine
(16/DU Chase). Esse evento, quando na mão de qualquer
jogador (ou comprado enquanto essa carta de poder psiônico
Texto em português: estiver em jogo) pode ser usado como resposta a essa carta,
Eu sei o que você está pensando! destruindo a sua mão no processo. Essa é de longe a melhor
Enquando este poder estiver em jogo todos os oponentes defesa contra essa carta, no entanto isso só acontece muito
devem jogar com as cartas da mão expostas. Permanece em raramente, por isso pode não ser a carta mais adequada a ser
jogo até ser cancelada. usada, especialmente se você já tiver planos melhores para
os seus espaços de evento.
Antes desta carta, as cartas com poderes mais próximos eram O Herald of Mei Lung [54/NS] não é a melhor defesa, mas ele
Zone of Truth [38/FR] e Plentiful Psionics [31/AR], que são as ajuda contra as cartas combinadas com IKWYaT, já que ele
únicas cartas que permitiam a visualização da mão de previne que as cartas sejam descartadas de sua mão exposta
diversos jogadores. No entanto, essa é a única que permite (ele não previne que alguém olhe a sua mão apenas).
que você não tenha que revelar também as cartas em sua De qualquer modo, IKWYaT é uma excelente carta que será
mão. Essa é uma carta muito útil e, por ser colocada em jogo largamente utilizada em decks de torneio de todos os tipos e
a partir do poço, é facilmente usada mesmo com apenas tamanhos.
poucos psiônicos no poço. Combinada com cartas que Cabe notar ainda que se múltiplas cópias dessa carta
permita que você remova cartas da mão (como Ninjas [70/FR] estiverem em jogo (em jogos de vários jogadores, por
ou Rings of All Seeing [171/4th]), você pode efetivamente exemplo), todas as cartas na mão dos jogadores deverão ser
neutralizar os adversários em seu turno, permitindo a você dispostas sobre as mesa, já que seu poder não provê nenhum
colocar em prática todos os seus planos malignos (feitiços tipo de proteção especial; só não afeta seu próprio usuário.

Inquisition Brasil - Página 434


Bumbling Idiot [384/4ª ed] e Hornung's Guess [37/UD]. Esse pode ser um
MIBR ótimo método de vitória.
1/20 Por outro lado, existem cartas que proíbem o uso de magias,
Ally como Nullify Magic [38/PO] ou Master Strategist [500/4ª ed],
-5 que são muito mais efetivas que esse artefato, especialmente
Can be played into any combat on any champion in play. The porque Defilrs Crown não tem qualquer efeito em magias
champion and all of its attached cards (except this one) lose all defensivas.
special powers.
Gamblin'
Texto em português: MIBR
Perfeito Idiota 3/20
Pode ser jogado durante qualquer combate em qualquer Thief Skill
campeão em jogo. O campeão e todas as suas cartas Choose 3 champions of a single opponent and shuffle them,
anexadas (exceto esta) perdem todos os poderes especiais. leaving the attachments behind. Have that opponent name one
of the champions, who must be selected by picking a card at
Este aliado pode caber em diferentes decks e causar toda a random. If correctly picked, all three are returned, if not, the two
sorte de estrago. Primeiro, este aliado pode ser jogado em non-selected champions are discarded. (Off/3)
qualquer combate em qualquer campeão em jogo (mesmo no
poço), tornando-se uma grande escolha para jogos de múltiplos Texto em português:
jogadores. Apostando
Você quer que ele esteja em qualquer campeão, menos nos Escolha 3 campeões de um oponente e embaralhe-os,
seus próprios, então, depois que ele for anexado ao alvo deixando os anexos de fora. Seu o oponente nomeia um dos
escolhido, todas as cartas anexadas a ele, (exceto o próprio seus campeões, e deve selecionar uma das cartas
Idiot) perdem seus poderes especiais. aleatoriamente. Se estiver correto, todos os três são
Além disso, como esse aliado está “ajudando” o campeão alvo, retornados, se não, os dois campeões não selecionados são
qualquer poder para descartar um aliado oponente não pode se descartados. (Ofe/3)
livrar do Idiot. Gamblin’ é uma carta interessante para ser usada em poços
O campeão alvo perde 5 níveis (pelo bônus do aliado), além de cheios. Quando você jogá-la, o oponente alvo deve ter três
todos os seus poderes. Isso inclui os poderes de todas as campeões em jogo. Ele deve ter a chance de salvar seus
cartas anexadas e todas as futuras cartas que possam ser campeões escolhendo um deles para ser nomeado. Se errar,
adicionadas. os campeões não selecionados são descartados. A melhor
Alguns eventos podem ajudar a se livrar dessa carta como Mist maneira de burlar este carta é ter campeões de diferentes
Wolf [175/3ª ed] ou Airship! [118/4ª ed], enquanto outras cartas edições. Se você tem campeões de edições diferentes, você
podem prevenir que este aliado seja jogado, como Rede- pode olhar no verso da carta e escolher pela edição da carta.
Armadilha [169/4ª ed] Porém, isso só é possível se as cartas não estiverem com
Cartas que tem efeito depois da batalha, como Iuz o Malígno, protetores de cartas (sleeves). Entretanto se campeões de uma
Starving Artist, entre outras, funcionam normalmente. mesma edição são escolhidos, você tem 33% de chance de ter
seus campeões de volta.
Cúpula BSW 2013: Este aliado quando jogado em um Para destruir poços de forma eficiente, use Con Game [82/DU]
campeão no poço, deve permanecer em jogo somente até o
round de batalha terminar. Egg of Emulation
MIBR
Defilers Crown 4/ 20
MIBR Artifact
2/20 Dark Sun
Artifact The Egg may be used at any time to negate any event (sending
+1 the egg to the discard pile). If the negated event was harmful,
Dark Sun this player may smash the Egg (sending it to the abyss instead)
Whenever any player casts an offensive spell, he must raze a to make a copy of the negated event.
realm in his own formation. If a realm cannot be razed, then the
spell may not be cast. Texto em português:
Ovo da Emulação
Texto em português: O Ovo pode se usado a qualquer momento para negar
Coroa dos Corruptores qualquer evento (enviando o ovo para a pilha de descarte). Se
Toda a vez que qualquer jogador lançar uma magia ofensiva, usado para negar um evento maléfico, este jogador pode
ele deve destruir um reino em sua formação. Se um reino não quebrar o Ovo (enviando-o para o Abismo imediatamente) para
puder ser destruído, a magia não pode ser lançada. copiar o evento negado.

Esta é uma interessante carta anti-magia. Digna de ser O Egg de Emulation é um reforço às cartas do mundo de Dark
colocada em qualquer deck de Dark Sun que não utiliza Sun, que possuem muito poucos artefatos usáveis.
magias, ela faz com que seja preciso pagar um custo algo para O primeiro uso do Ovo é ser descartado do jogo para negar um
usar magias ofensivas. Entretanto existem duas maneiras de evento, da mesma forma que um Helm [255/4ª ed]. Entretanto
usá-la. Em um deck rápido de Dark Sun, você pode forçar o ele possui uma habilidade adicional que o torna ainda mais útil.
oponente a usar magias a um alto custo. Mas a combinação Se você escolher enviá-lo para o Abismo ao invés da pilha de
favorita de Jim Butler para este carta é usá-la com Playing to descarte, o evento não mais será somente negado, mas você
Lose [10/DR Chase]. Antes que seu turno se inicie, você pode poderá copiar o evento para usá-lo contra outro jogador, sendo
lançar várias magias para destruir seus reinos incluindo Wish essa a única carta do jogo que possibilita que um evento seja

Millenium Brasil - Página 435


negado e copiado ao mesmo tempo, pois a regra do jogo só Ring of Displacement
permite escolher uma das duas ações como resposta, copiar MIBR
ou negar, o que torna este artefato um Deflection aprimorado 7/20
para eventos maléficos, já que ele poderia copiar eventos que Artifact
afetam mais de um jogador, além de escolher o alvo do evento AD&D
copiado (e não somente o jogador que será alvo do evento Usable by any champion. Whenever any player draws extra
defletido). cards (beyond the 3 allowed for their draw phase, and spoils),
Como ele não poderá ajudá-lo na batalha, a melhor escolha é they must also discard an equal number from hand, pool, or
utilizá-lo em campeões que possuam imunidades formation.
O único counter existente contra essa carta é a Boneca Carajá
[54/ML], que pode ser descartada para anular uma carta Texto em português:
resposta que cancele, ignore, reflita ou redirecione qualquer Anel do Deslocamento
tipo de efeito. De qualquer modo, ele é vulnerável a cartas de Usável por qualquer campeão. Sempre que um jogador sacar
destruição de artefato como outro qualquer (por exemplo, Cone cartas extras (excetuando-se as 3 da fase de saque e
of Cold [368/4ª ed] ou Levando na Conversa [210/3ª ed]). espólios), ele deve também descartar igual número de cartas
Para responder ao evento copiado, podem ser usados de sua mão, poço ou formação.
quaisquer dos métodos normais existentes.
O Ring of Displacement é um interessante artefato “anti-speed”.
Underhanded Deal Primeiramente porque ele pode ser usado em qualquer
MIBR campeão, tornando o seu uso fácil para qualquer tipo de deck.
5/20 O poder do artefato é ativado quando qualquer jogador sacar
Thief Skill cartas extras, excetuando-se as 3 cartas de saque de turno ou
Playable when this player is forced to discard cards by an espólios, porém note que se o saque for reduzido por cartas
opponent. Instead, this player now draws the amount of cards como Ring of Winter [455/4ª ed] e complementado por cartas
that would have been discarded. (Def) como Arkhold [94/4ª ed], Ring of Displacement atua sobre
essas cartas extras, fazendo com que o jogador descarte igual
Texto em português: número de cartas de sua mão, poço ou formação.
Negócio Clandestino A melhor maneira de usar esta carta é ter cartas para descartar
Usada apenas quando este jogador for forçado por um que não sejam suas, como campeões roubados pelo evento
oponente a descartar cartas. Ao invés disso, esse jogador saca Curse of the Azure Bonds [4/FR]).
o mesmo número de cartas que seriam descartadas. (Def)
Insanely Good Fortune
Está é uma excelente carta e uma das melhores defesas contra MIBR
jogadores que utilizam com cartas de destruição de mão. 8/20
Quando alguém tentar descartar uma ou mais cartas de sua Event
mão, você pode jogar Underhanded Deal imediatamente. Play on another player’s event card. If played on a helpful
Desde modo, ao invés de descartar aquele número de cartas, event, negate the event. If played on “Unusually Good Fortune”,
você saca a mesma quantidade da pilha de saque. Estando negate the event. Both players then draw 6 cards, and the other
com 8 cartas na mão, se o oponente jogar Cold Cup of player then randomly discards his hand down to 2 cards.
Calamity [2/FR Chase], você pode responder com (Harmful)
Underhanded Deal e não só salvar sua mão do descarte, como
também compra 3 cartas imediatamente. Texto em português:
Essa carta é bem efetiva quando outros jogadores querem Sorte Insanamente Boa
destruir sua mão, porém ela não será de muita vantagem Jogue em uma carta de evento de outro jogador. Se jogado em
contra cartas que descartem somente uma carta, como um evento benéfico, nega o evento. Se jogado em “Unusually
Discovery of Spellfire [401/2ª ed] ou Hettman Tsurin [257/4ª Good Fortune”, nega o evento. Ambos os jogadores sacam 6
ed]. As melhores cartas para responder com essa habilidade de cartas, e o outro jogador aleatoriamente deve descartar cartas
ladrão são Cold Cup, Starving Artist [439/3ª ed] ou Handmine até ficar com duas em sua mão. (Maléfico)
[16/DU Chase].
Underhanded Deal anula completamente a carta afetada. Está carta possui usos e possibilidades bastante interessantes.
Quando Unusually Good Fortunes [11/FR Chase] não está em
Crown of Dragon Royalty jogo, Insanely Good Fortune é usada para negar eventos
MIBR benéficos, como A Caravana [131/4ª ed] ou Boa Sorte [120/4ª
6/20 ed]. Ela pode ter muita utilidade em alguns jogos, mas pode ser
Artifact +5 completamente inútil em outros se seu oponente usar a
Usable only by any dragon. The crown grants immunity to dungeon The Azure Tower of Onad the Fallen [24/DU] ou
offensive spells, blood abilities and thief skills to all this player's Purveyor of Events [16/DU].
dragon champions. O uso realmente interessante dessa carta acontece contra
Unusually Good Fortunes é jogada em Good Fortunes: o efeito
Texto em português: de UGF é cancelado (seja o saque de três cartas, seja o saque
Coroa da Realieza Dracônica de 5 cartas combinado com o cancelamento do evento Boa
Usável somente por qualquer campeão dragão. A coroa Sorte) e ambos os jogadores sacam 6 cartas, contudo o
concede imunidade a cartas ofensivas de feitiços, habilidades jogador de Unusually deve descartar cartas de sua mão
de sangue e habilidades de ladrão a todos os dragões deste aleatoriamente até ficar com somente 2 cartas, o que torna
jogador. essa carta uma versão ligeiramente mais devastadora de The
Starving Artist [439/3ª ed].
Trata-se de um interessante artefato para qualquer deck de
dragões. Kronos the Titan
Além de um bônus significativo de +5, também dá a todos os MIBR
dragões deste jogador imunidade a magias (exceto Wish 9/20
[384/4ª ed]), habilidades de sangue e habilidades de ladrão, Monster
uma gama única de imunidades, que exclui apenas os poderes AD&D
psiônicos e as cartas de combate desarmados,o que é razão 11
suficiente para usar este carta.

Millenium Brasil - Página 436


Giant. Earthwalker. Swimmer. Can use wizard spells, cleric Texto em português:
spells, and psionic power cards. Whenever a monster attacks, it Ataque de Balestra
must ask Kronos permission to use its special powers. Descarte um aliado oponente em jogo, ou qualquer campeão
em qualquer poço. (Ofe/4)
Texto em português:
Kronos, o Titã Este é um grande poder. Usável somente em combate, é uma
Gigante. Cavador. Nadador. Pode usar feitiços de mago, de das poucas cartas recomendadas que não o ajudam a vencer o
clérigo e cartas de poder psiônico. Sempre que monstros uma batalha.
atacarem, eles devem pedir permissão a Kronos para usar Ela pode ser usada para descartar um aliado em jogo, o que
seus poderes especiais. geralmente não faz tanta diferença em jogos de torneio. O seu
Quando a coleção Millenium (versão online) foi lançada, Kronos melhor poder está na habilidade de matar qualquer campeão
foi uma das mais debatidas cartas sobre exceço de poder. em qualquer poço. Sem restrição de nível como em Drain Will
Primeiro, esse campeão de nível base alto (o maior para [75/DU], ela pode retirar campeões perturbadores não
campeões gigantes não-avatar nadadores ou cavadores) combatentes, como Marco Volo [50/3ª ed] ou Necba the
possui muitas habilidades de movimento que o tornam um Wrathmaker [14/DU Chase]. Essa também atua em campeões
habilidoso atacante. com pouca imunidade ou atavares que estejam no poço.
Entretanto, o destaque vai para o seu segundo poder, pois Os melhores campeões para usar este poder são os que
Kronos pode usar quase todas magias e cartas de poder entram em combate para perder ou aqueles que
psiônico, o que ajuda decks de qualquer tema. inevitavelmente ganharão a batalha, a exemplo de Davron
Por fim, Kronos ainda tem um ultimo poder: quando qualquer Parscall [9/PO], Seveia Shadowmaster [14/PO], Seluna
monstro ataca, ele deve pedir permissão a Kronos para usar o Darkenstar [20/PO], Kelaser Redbelt [25/PO], Minerva [333/PO]
seu poder especial. Isso não inclui habilidades de movimento e Talcon [341/4ª ed].
ou características de raça, mas ainda assim afeta a maior parte Como qualquer carta de poder psiônico ofensiva, as melhores
dos monstros bons de combate, como Living Wall [58/PO] ou maneiras de parar essa carta são usar Ur Draxa [37/4ª ed] ou
Stryck [17/1ª ed chase]. outras cartas-resposta como Dispel [400/4ª ed] ou Slap!
Poderes ativados depois do combate não são afetados pelo [19/IQBR].
poder de Kronos, como o caso de Iuz, O Maligno [16/3ª ed].
Kronos é muito forte e tem muitos diferentes usos. A melhor Gellidus, Dragon of Ice
maneira de enfrentá-lo é forçá-lo a ser descartado por cartas MIBR
como Banishment [395/3ª ed], já que Kronos não têm 12/20
imunidades, ou então negar ou roubar seu poder com Mind Monster
Alteration [10/MIBR]. Dragonlance
12
Mind Alteration Flyer. Gellidus thrives on creation and may use any defensive
MIBR card. Offensive cards played against Gellidus are doubled in
10/20 level. If in the same pool as T’chaar, both may use any
Psionic Power Card offensive and defensive cards and the penalties for doubling
This champion may switch the power of any 2 champions in cards used against them is negated.
play. This power lasts until it is negated, or if the champions
face each other in battle. (Off/3) Texto em português:
Texto em português: Gellidus, o Dragão de Gelo
Alteração da Mente Voador. Gellidus prospera na criação e pode usar qualquer
Este campeão pode trocar o poder de quaisquer 2 campeões carta defensiva. Cartas ofensivas jogadas contra Gellidus são
em jogo. Este poder permanece em jogo até ser negado, ou dobradas em nível. Se no mesmo poço que T’chaar, ambos
até que os campeões se enfrentem em batalha. (Ofe/3) podem usar qualquer carta ofensiva ou defensiva, e as
penalidade de dobrar o nível das cartas usadas contra eles são
Mind Alteration é uma carta que pode ser usada para negadas.
surpreender decks baseados em um único campeão. Por
exemplo, qualquer deck que tenham o foco em copiar o poder Gellidus é uma carta muito útil, com muitas propriedades
de Necba the Wrathmaker [14/DU Chase]. Se você trocar o interessantes. Primeiro, por ser dragão e voador, Gellidus pode
poder de Necba com o de qualquer campeão em seu poço, usar e ser afetado por cartas que tenham que afetem alvos
todas as cartas que copiam o poder do Necba com ambas as características. O primeiro poder de Gellidus é
instantaneamente irão copiar o poder atual de Necba, dando- muito útil em decks de torneio, pois poder usar qualquer carta
lhe ainda a vantagem de usar o poder original de Necba. defensiva significa que ele pode usar praticamente todas as
Mesmo que o campeão original do poder seja descartado (no cartas-resposta, como por exemplo Intercession [48/RR, com
exemplo,Necba), o campeão cujo poder foi trocado permanece errata para defensiva], Dispel [400/4ª ed], Re-target [389/4ª ed],
com o mesmo até ser descartado. Se ambos campeões que Limited Wish [382/4ª ed, como errata para defensiva],
tenham trocado de poder saiam do jogo, Mind Alteration Invulnerability [45/BR], Dragon's Calm [47/DR], Magic Draining
também vai para a pilha de descarte. Field [74/DU], Tumble Out of Danger [84/DU] e Slap! [19/IQBR].
A parte final do texto sobre a negação desse poder quando os Poderes fortes que lhe dão proteção, como Forbiddance
campeões se enfrentam em combate faz com que não seja [13/AR Chase], ou que tragam de volta campeões, como
interessante copiar poderes baseados em combate, a menos Create Minion [79/DU] também são muito úteis com Gellidus.
que ele seja usado somente na defesa, já que se os campeões Sua fraqueza contra cartas ofensivas significa que você não
cujos poderes foram trocados enfrentarem-se em combate, deve utilizá-lo em combate. Pode parecer um desperdício de
Mind Alteration é negada. um campeão de nível 12, porém o nível se torna pequeno
A melhor defesa contra essa carta é usar cartas-resposta como contra cartas ofensivas em batalha, pois estas têm o seu nível
Slap! [19/IQBR] ou Dispel [400/4ª ed] ou cartas que conferem dobrado.
imunidade a poderes psiônicos, como Ur Draxa [32/4ª ed]. A ultima parte do poder de Gellidus refere-se a T'chaar, Dragon
of Flame [1/DR Chase], que possui o poder inverso ao de
Ballista Attack Gellidus, trocando apenas o termo “defensivo” por “ofensivo”
MIBR em seu texto. Quando ambos estão em jogo, são negadas
11/20 suas fraquezas, tornando-os muito mais úteis, especialmente
Psionic Power Card porque lhe permite usar qualquer carta ofensiva ou defensiva
Discard an opposing ally already in play, or any champion in com ambos. Entretanto, isso consome 24 níveis de campeões
any pool. (Off/4) em seu deck, e o desejo de manter o novo poder de ambos

Millenium Brasil - Página 437


afasta o seu uso em combate, o que prejudica muito a defesa usá-lo. A maioria das pessoas usa esse efeito para atrapalhar
de seus reinos com os campeões restantes. pessoas que usem itens que aceleram o deck, como Bag of
Holding [28/AR], Dragonfont [20/AR Chase] ou Bag of Beans
Humility [11/NS Chase]. Entretanto, como cada item mágico é tornado
MIBR um artefato, ele não pode usar mais de um (como todos os
13/20 campeões, ele só pode ter um artefato anexado). Uma boa
Rule Card maneira de utilizá-lo é com Moeda da Megalomania [419/2ª ed],
Played at the beginning of this player's turn, this card is not já que esse item mágico permite que o campeão utilize
discarded. It affects all players and remains in effect until qualquer número de artefatos anexados.
another rule card is played. This card is immune to events and
the wish spell. Dark Cloud
All extra cards that are granted by any means (except spoils) MIBR
are send to limbo and cannot be used while this rule card is in 15/20
play. If this rule card leaves play, each player who lost one or Realm
more cards may draw and discard a card, noting its last digit RL
and retrieve all cards with a last digit matching that number This realm negates the powers of all realms and holdings that
(return those cards to hand). All other cards are not retrieved provides extra cards.
and send to the discard pile.
Texto em português:
Texto em português: Nuvem Escura
Humildade Este reino nega o poder de todos os reinos e fortalezas que
Jogada no início de seu turno, esta carta não é descartada. Ela gerem cartas extras.
afeta todos os jogadores e funciona até outra carta regra ser
jogada. Esta carta é imune a eventos e ao feitiço Wish. Dark Cloud é um ótimo reino, permitindo parar várias cartas
Todas as cartas extras concedidas por qualquer meio (exceto muito utilizadas como Tyr [28/4ª ed], Arkhold [94/4ª ed], Points
espólios) são enviadas para o limbo e não podem ser usadas East Trading Guild [101/4ª ed], Mulmaster [73/4ª ed], entre
enquanto esta regra estiver em jogo. Se essa carta regra sair outras.
de jogo, cada jogador que perdeu uma ou mais cartas pode Seu poder é potencializado quando usado em conjunto com
sacar e descartar uma carta, observando o último dígito, e Ring of Winter [455/4ª ed] ou Taxation [18/BR Chase].
retirar todas as cartas com o mesmo último dígito (retorna as Uma boa maneira de defender Dark Cloud é com Keep of the
cartas para a mão). Todas as outras cartas não retiradas são Dead [64/AR] ou Cavern of Ancient Knowledge [18/NS].
enviadas para a pilha de descarte.
Assembre
Humility é uma interessante carta “anti-speed”, que é muito MIBR
difícil de remover-se do jogo. Dois dos melhores métodos para 16/20
remover cartas regras não tem efeito contra ela: Wish [384/4ª Realm
ed] e Genie Bottle [436/3ª ed]. Ambos não afetam Humility Dragonlance
devido a sua imunidade. Entretanto, outros métodos ainda são This realm has a gate to Krynn hidden within its vineyards.
muito eficazes, como Ellorelloran [93/UD]. Once per battle, you may search your deck for a Dragonlance
Todas as cartas sacadas, exceto as três básicas da fase 1 e champion and place it into your pool.
espólios, são enviadas para o Limbo, onde elas permanecem
até que Humility seja descartada. Quando ela sai do jogo, cada Texto em português:
jogador pode sacar e descartar uma carta de seu deck, Assembre
observando o último dígito da carta sacada, que deve ser Este reino tem um portal para Krynn escondido em seus
utilizado para salvar quaisquer cartas do Limbo que tenham o vinhedos. Uma vez por batalha, você pode procurar em seu
mesmo último dígito, enquanto todas as demais pertencentes a deck por um campeão de Dragonlance e colocar em seu poço.
cada jogador são enviadas para a pilha de descarte, mesmo
que sejam eventos. À primeira vista, a impressão é que este reino não tem muito
uso dependendo de da escolha dos campeões de seu deck, já
Kalator que seu primeiro pensamento é “nenhum campeão de
MIBR Dragonlance é muito bom”.
14/20 Uma vez que uma batalha que este jogador participe se inicia,
Hero ele pode procurar por um campeão de DL em seu deck,
Forgotten Realms lembrando que o campeão pego não pode ser usado como
7 defensor. As melhores possibilidades de campeões são
Can cast cleric spells. Immune to offensive thief skills. Any Tasslehoff Burrfoot [39/DL], Deathstream [72/AR], Goldmoon
magical item attached to Kalator becomes a Forgotten Realms [83/AR], Bilago Lumen [17/PO], Aquilla [98/UD], Jella [329/4ª
artifact, discarding from play any magical items with the same ed], Moraster [339/4ª ed], Cyan Bloodbane [41/DR], Verminaard
name (no more can be played). the Dragonmaster [42/DR], Fire Dragon [38/DU] e Necba the
Wrathmaker [14/DU Chase].
Texto em português: É bom lembrar que Assembre não retira o custo para se buscar
Kalator um avatar, logo, para colocar um em jogo, você ainda precisará
Pode lançar feitiços de clérigo. Imune a habilidades de ladrão pagar seu custo. Os melhores são, Sirron, Avatar [45/PO], Kiri,
ofensivas. Qualquer item mágico anexado a Kalator torna-se Avatar of Kiri-Jolith [79/PO] e Gib Drawsemaj [22/NS Chase],
um artefato de Forgothen Realms, descartando qualquer item sendo que você poderá reter o Gib na mão caso não posso
mágico em jogo que tenha o mesmo nome (que não mais pode descartar um reino imediatamente.
ser jogado).
Elven Towers
Kalator é uma interessante carta, já que sua habilidade de MIBR
lançar feitiços de clérigo ajuda defensivamente, e sua 17/20
imunidade a habilidades de ladrão faz com que seus anexos Realm
sejam salvos de cartas como Con Game [82/DU]. AD&D
Mas essas não são as razões para usar Kalator. Sua principal Underdark
função é tornar qualquer item mágico em um artefato quando
anexado a ele, prevenindo que os oponentes também possam

Millenium Brasil - Página 438


This realm can never be rebuilt. Due to its high resistance to for lançada por um campeão de grande nível base (9 ou maior),
magic, it negates the special power [sic] other player’s dungeon ela possui poucas chances de ser cancelada.
cards for this player. A melhor maneira de usar essa carta de combate desarmado é
com avatares, garantindo sua efetividade.
Texto em português: Cúpula BSW 2016: o usuário desta carta pode cancelar o
Torres Élficas poder de qualquer carta jogada por um campeão de nível
Este reino nunca pode ser reconstruído. Devido a sua alta base inferior, ainda que ela não tenha qualquer poder no
resistência a magia, o poder das cartas dungeon dos momento em que ela é jogada.
adversários é negado para este jogador.
Stunning Fist
Este é um reino interessante e com um grande poder, mas MIBR
também com um perigo. O perigo está na primeira linha, onde 19/20
diz que ele não pode ser reconstruído. Ele precisará ficar em Unarmed Combat Card
seu lugar atual na formação até ser trocado por outro reino. +10
Uma possível boa combinação com esse poder é a utilização Usable by any Champion. If this champion is winning by more
de Playing to Lose [10/DR Chase]. than 8 immediately after this card is played into battle, then the
Seu segundo poder é muito interessante: ele torna este jogador opposing champion is instantly defeated. (Off/4)
(e sua formação, campeões, mão e deck) imune a cartas
dungeons dos oponentes, pois ignora o seu poder Texto em português:
completamente. Alguns exemplos de boas aplicações para Ataque Atordoante
esse poder: Labyrinth of Castle Greyhawk [6/DU] (esse jogador Usável por qualquer campeão. Se este campeão estiver
pode destruir reinos GR fora de combate) e The Azure Tower of vencendo por mais de 8 imediatamente depois que esta carta é
Onad the Fallen [24/DU] (esse jogador poderá cancelar jogada em batalha, o campeão oponente é instantaneamente
eventos benéficos). derrotado. (Ofe/4)
Cúpula BSW 2021: Caso este reino seja arrasado ou O alto nível desta carta de combate desarmado é muito forte.
removido de jogo e o outro jogador esteja protegido por The Apesar de poder causar uma vitória instantânea, a maioria das
King’s Peace, que estava sendo negada pelo reino, eventos vezes ela será usada apenas como uma carta de bônus +10.
maléficos que o estejam afetando no momento em que o O seu bônus é muito bom e auxilia bem a qualquer um usando
poder do reino deixa de ser aplicado deixam de afetá-lo. a dungeon Field of the Battle Lord [9/DU], que mantém o bônus
+10 durante toda a batalha, combinação essa que funciona
Heaven & Earth muito bem com herois de ataques múltiplos, como Rikus
MIBR [259/4ª ed], Azhul the Hasty [266/3ª ed] e Zaknafein the
18/20 Weapon Master [94/UD]).
Unarmed Combat Card Para ter uma vitória instantânea, o campeão deve ter a
+6 diferença somente de 2 ou menos níveis quando esta carta é
Usable only by heroes, adventurers or giants. It can be played jogada.
at any time in response to any card played by a champion of Boas maneiras de parar essa carta são Reversal [435/4ª ed] e
lower base level. That card is negated and this player draws a Whirling Dervish [20/MIBR].
card. (Def)
Whirling Dervish
Texto em português: MIBR
Céu e Terra 20/20
Usável somente por herois, aventureiros ou gigantes. Ela pode Unarmed Combat Card
ser jogada a qualquer momento como resposta a qualquer +5
carta jogada por um campeão de nível base menor. A carta é Usable by any Champion. The using champion ignores any
negada, e este jogador saca uma carta. (Def) instant defeat conditions and must be defeated by level alone.
May be played as a counter to an instant defeat. (Def/4)
Regra: Esta carta de combate desarmado é usável somente
por heróis, aventureiros ou gigantes. Pode ser usada para Texto em português:
conferir um bônus defensivo de +6, entretanto, sua melhor Dervixe Giratório
função é ser usada por um campeão de nível alto como carta Usável por qualquer campeão. O campeão utilizando-a ignora
resposta, sendo possivelmente a melhor carta resposta já quaisquer condições de derrota instantânea e deve ser
criada. derrotado por nível somente. Pode ser jogada como resposta
Ela nega uma carta de qualquer tipo (magias, UCC, aliados, para uma derrota instantânea.
etc.) jogada a qualquer momento pelo oponente no poço ou em
combate e ainda lhe permite sacar uma carta extra, Esta interessante resposta é uma carta muito forte, prevenindo
consequentemente a vantagem da carta está ai: você cancela qualquer derrota automática causada pelo oponente em
uma carta e ainda compra uma carta extra. Você não pode batalha.O +5 é um bônus significante e um bom fator para ser
sempre contar que essa carta irá funcionar, pois se a carta alvo derrotado por nível somente.

Millenium Brasil - Página 439


Gib Cram Tradução: Avatar. Imune a habilidades de sangue. Um herói
#1 of 20 deve ser descartado para colocar Tyr em jogo. O jogador e
Regent todas suas cartas são imunes a habilidades de ladrão
7 ofensivas. Todos os campeões em jogo podem somente ser
Birthright enviadas para o abismo em combate. Limite de um avatar por
This player's champions and attached cards are immune to the poço.
special powers/abilities of realms and realm champions.
Regra: Tyr torna o jogador e todas suas cartas imunes a thief
Tradução: Os campeões deste jogador e seus anexos são skills, logo, estão imunes mão, poço, formação, pilha de
imunes ao poder e habilidades de reinos e campeões reinos. saque, pilha de descarte e dungeons. Cartas regras não
pertencem a um jogador, logo, não são imunizadas por Tyr.
Regra: Quando Gib Cram está em jogo, seus campeões com Nenhum campeão em jogo, pode ser enviado ao abismo fora
suas cartas anexadas podem atacar qualquer reino de combate, seja por força oponente ou pelo próprio jogador
independente de restrições, monstros podem atacar Ruins of que o possui.
Zhenril Keep [3rd-3], ou aliados podem atacar Daggerdale Boas combinações com este avatar são: Forgotten Ruins [DU-
[1st-26]. Porém Gib Cram não anula poder de outras cartas 34] e Ur Draxa [4th-32].
em jogo, como Black Waters [1st-246], Song of the
Dragonlance [DU-22], entre outras. Poderes defensivos dos Marius
reinos também não são negados, por exemplo com Gib Cram #4 of 20
em seu poço, um mago ou dragão pode atacar Palanthas [DR- Wizard
8] , mas dragões e magos defendendo são imunes a feitiços 8
ofensivos e eventos maléficos. Ravenloft
Undead (vampire). Elf. Flyer. Any opposing champion who is
Pirate defeated by Marius becomes an undead vampire champion,
#2 of 20 with no special powers, under the control of this player (all
Hero attachments of this champion are discarded). She can discard
5 one opposing ally during combat.
AD&D
Swimmer. Can use thief skills. During phase 3, the pirate may Tradução: Morto Vivo (Vampiro). Elfo. Voador. Qualquer
send all magic items and artifacts attached to any champion in campeão que for derrotado por Marius torna-se um campeão
vampiro morto vivo, sem poder especial, sobre o controle
play to Limbo. The attachments return to the champion the deste jogador (todos anexos do campeão são descartados).
next time he enters battle. Ela pode descartar um aliado oponente durante o combate.

Tradução: Nadador. Pode usar habilidades de ladrão. Regra: Qualquer campeão derrotado por Marius,
Durante a fase 3, Pirate pode enviar todos os itens mágicos e imediatamente passa a ser do seu controle, tornando-se um
artefatos anexados a qualquer campeão em jogo para o campeão morto-vivo vampiro, presente no poço deste jogador,
Limbo. Os anexos retornam ao campeão na próxima vez que mesmo que este possua poderes de retorno ao poço,
ele entrar em batalha. descarte, limbo ou abismo. O campeão não possui nenhum
poder especial, porém seu nível permanece. Cartas anexas a
Regra: Se o campeão alvo de Pirate sair do jogo, todos os estes campeões são descartadas. Estes campeões podem
anexos pertencentes a ele que estão no limbo são combar com cartas como Negative Planar Energy [NS-73] e
descartados ao final do turno do jogador atual (Passo 6). quaisquer outras que são utilizáveis por mortos-vivos e/ou
vampiros, estes campeões também são afetados por cartas
However, sending magic items that help in battle to limbo is que afetem estas raças.
pointless, since the champion gets them back the instant he
enters combat (unless, of course, you kill the champion before Cúpula BSW 2015: Um campeão que seja derrotado por
he goes into battle. Because the Pirate's power is not battle Marius não é colocado no poço de seu controlador se ele tiver
related, he shouldn't go into battle unless he absolutely must, sido enviado para o Abismo, Limbo ou Void.
and should be protected with attachments since he has no
immunity. The best ways to kill the Pirate is to force him into Tummbutt, the Faerie Dragon
battle (like with Arena of Dori the Barbarian [IQ-3]) or summon #5 of 20
him as an ally (such as with Humanoid Familiar [DR-48]). This Greyhawk
card will be seen in many tournament decks as magic item Monster
manipulation is quite popular. It won't see much play in 3
varients when battle is common. Flyer. Tummbutt can be sent to Limbo at any time, allowing
this player to rearrange all attachments in one player's pool. All
Tyr, Avatar of Justice attachments must still be legally attached. Tummbutt returns to
#3 of 20 his pool at the end of this player's next turn.
Hero
14 Forgotten Realms Tradução: Voador. Tummbutt pode ser enviado para o Limbo
Avatar. Immune to blood abillities. One hero must be a qualquer momento, permitindo a este jogador rearranjar
discarded to bring Tyr into play. The player and all his cards todos os anexos do poço de um jogador. Todos anexos
are immune to offensive thief skills. All champions in play can devem ser legalmente anexados. Tummbutt retorna ao poço
only be sent to the Abyss through combat. Limit one avatar per no final do próximo turno.
pool.
Regra: Chernevik [4th-347] não pode evitar o poder de
Tummbutt.

Chaos Brasil - Página 440


Doppelganger Watahh!
#6 of 20 #10 of 20
Monster Unarmed Combat Card
4 +2
AD&D Can be used by heroes or any champion with a
At the start of each turn and/or before combat, this champion race/species/designation (dragon, elf, adventurer, etc...).
can become any type of champion (regent, hero, thief, etc...) When played, this player can choose to discard any 2 cards of
and any kind of race/species/designation (elf, dragon, the opposing player's force (excluding the champion), or to
adventurer, etc...). Immune to offensive cards usable by his deflect the special power of any just played card back to the
current champion type and race/species/designation. opposing player's force before it activates. (Off/4)

Tradução: No início de cada turno e/ou antes do combate, Tradução: Pode ser usado por heróis ou qualquer campeão
este campeão pode tornar-se qualquer tipo de campeão com raça/espeícia/designação (dragão, elfo, aventureito,
(Regente, herói, ladrão, etc...) e qualquer tipo de etc...) quando jogado, este jogador pode escolher descartar
raça/espécie/designação (elfo, dragão, aventureiro, etc...). qualquer duas cartas da força oponente (excetuando o
imune a cartas ofensivas usáveis pelo campeão e campeão), ou pode refletir o poder especial de qualquer carta
raça/espécie/designação atuais. recém jogada de volta a força oponente antes da ativação.

Regra: Poder escolher uma nova classe/raça a cada passo Regra: Qualquer tipo de campeão que tenha uma raça,
zero e/ou 4. Também pode escolher uma nova classe/raça espécie ou designação, tanto em seu nome ou texto de poder
quando defendendo. Doppelganger não e imune ao poder de presente na carta, pode usar Watahh!
campeões que matem uma classe específica, como Adoravel Quando já está em jogo não pode mais descartar cartas. Seu
Collen ou Living Scroll. poder de descartar cartas não é Counter Effect.
Watahh não pode refletir o poder de cartas que já estão em
The Warmonger jogo, pois seu poder de refletir atinge somente cartas recém
#7 of 20 jogadas, desde modo também não pode refletir o poder de
Monster cartas já refletidas ou outro Watahh. Porém ele pode refletir o
5 poder de refletir ou escartar de outro Watahh.
Birthright
Awnshegh. Earthwalker. Can use hero unarmed combat cards Curse of Wolves Blood
and blood abilities. Every time this champion has an ally card #11 of 20
played with him in battle, this player may draw a card. This Blood Ability
champion gains 2 levels for each ally currently in play. Play this card on any non-werebeast champion in play. That
champion becomes a werewolf immune to magical items of
Tradução: Awnshegh. Cavador. Pode usar cartas de combate less than + 4 enchantment. However, the attached champion
desarmada usáveis por heróis e habilidades de sangue. Cada must attack every turn or be discarded regardless of any card
vez que este campeão tem uma carta de aliado jogada com special powers. (Off/3)
ele em batalha, este jogador pode sacar uma carta extra. Este
campeão recebe 2 níveis para cada aliado atualmente em Tradução: jogue esta carta em qualquer campeão não
jogo. Lobisomem em jogo. O campeão torna-se um lobisomem
imune a itens mágicos de +4 ou menor. Entretanto, o
Regra: Somente cartas de aliados geram cartas extras para campeão anexado deve atacar todo turno ou ser descartado
Warmonger, Aliados fornecidos por reinos Triunvirates ou independente de quaisquer poderes especiais. (Ofe/3)
outras cartas não lhe permitem saque de cartas extras. Este
campeão ganha +2 níveis para qualquer aliado em jogo, tanto Regra: Esta carta pode ser anexada a campeões em qualquer
seu, quanto oponentes. poço.

Chain Master Oil of Fumbling


#8 of 20 #12 of 20
Ally Magic Item
+9 -4
Earthwalker. When played, immediately discards all allies of
Can be attached to any champion in any pool. The attached
level 5 or higher in play. While the Chain Master is in play, no
champion discards all other magical items and artifacts
further allies may be played.
currently attached to him and may not play any more until the
Oil is removed. Can be dispelled. (Off)
Tradução: Cavador. Quando jogador. Imediatamente descarta
todos os aliados de nível 5 ou maior em jogo. Quando Chain Tradução: Pode ser anexado a qualquer campeão em
Master está em jogo nenhum aliado pode ser jogado. qualquer poço. O campeão anexado descarta todos os itens
mágicos e artefatos atualmente anexados a ele e não pode
Regra: Aliados no poço também são descartados por Chain jogar qualquer mais até o Oil of Fumbling ser removido. Pode
Master ser dispersado.
Regra: Dispel Magic, Dispel e qualquer carta que cancele ou
Divination
disperse magias pode ser usada para cancelar o poder deste
#9 of 20 item mágico.
Cleric Spell
Castable at anytime. Search your draw pile for any rule card.
Oil of Disenchantment
Put that card into play then send the casting champion and this
spell to the Abyss. #13 of 20
Magic Item
Tradução: Lançável a qualquer momento. Pesquise sua pilha During phase 3 you may discard this Oil from your pool to the
de saque por qualquer carta regra. Coloque a carta em jogo e Abyss to send any magical item to the Abyss, or any artifact to
envie o campeão lançador e esta magia para o Abismo. the discard pile. (Off)

Chaos Brasil - Página 441


Tradução: Durante a fase 3 você pode descartar este Óleo de Playing Fair
seu poço para o Abismo para enviar qualquer item mágico #18 of 20 Dungeon
para o Abismo, ou qualquer artefato para a pilha de descarte. This player can play and use any card from any set/series
regardless of any card in play that ask permisson, negate or
Potion of Healing prohibits said cards from being played. If this dungeon leaves
#14 of 20 play, any cards that prohibit card in play are sent to the Abyss.
+5 Magic Item
Can be discarded from battle to retrieve any non-undead, non- Tradução: Este jogador pode jogar e usar qualquer carta de
werebeast ally in your discard pile or Abyss and play it qualquer série/edição independente de qualquer carta em jogo
immediately into battle. Allies go to the discard pile after que peça permissão, negue ou proíba cartas de serem
combat is over. (Def) jogadas. Se esta dungeon estiver em jogo, qualquer cartas
que proíbam cartas em jogo são enviadas para o abismo.
Tradução: Pode ser descartada da batalha para retirar
qualquer aliado, não morto vivo ou não lobisomem de sua Picque Moi
pilha de descarte ou Abismo e jogar imediatamente em #19 of 20
batalha. Aliados vão para a pilha de descarte depois do Realm
combate finalizado. AD&D
Underdark. This realm may have any holding attached to it and
Regra: Aliados recuperados do Abismo são enviados para o must be the first targeted in the formation by cards played
descarte depois do uso de Potion. outside of combat.

Nuclear Free Zone Tradução: Underdark. Este reino pode ter qualquer fortaleza
#15 of 20 Event anexada e deve ser o primeiro alvo na formanção para cartas
All spells, psionic power cards, and event cards that can jogadas fora de combate.
discard a realm are sent to the Abyss from all hands, discard
piles, or draw piles, regardless of any immunity or special Not So Fast
power. This event may only be negated; it cannot be calmed #20 of 20
by individual players. (Harmful) Holding
AD&D
Tradução: Todas as magias, cartas de poder psiônico e This card cannot be included in a deck that has The Caravan
eventos que possam descartar um reino, são enviados para o or Good Fortune. May be discarded from the hand or formation
Abismo de todas as mãos, pilhas de descarte e pilha de when an opponent attempts to draw extra cards (other than
saquei, independente de imunidades ou poder especial. O spoils), rebuild a realm, or take an extra turn. If discarded in
evento pode somente ser negado, não pode ser calmado this manner, counter that action.
individualmente pelos jogadores. (Maléfico)
Tradução: Esta carta não pode ser incluída em decks
Regra: Nuclear Free Zone não afeta cartas que só destruam contendo Caravana ou Boa Sorte. Pode ser descartada da
reinos e não os descartem como Creeping Doon. mão ou formação quando o oponente saque cartas extras
(excelto espólios), reconstruir um reino, ou ter um turno extra.
Logistics Se descartado desta maneira, nega a ação.
#16 of 20 Rule Card
Played at the beginning of this player's turn, this card is not Regra: Cavarana e Boa Sorte de nenhuma edição pode ser
discarded. It affects all players and remains in effect until usada no mesmo deck de Not So Fast. Se Azure Tower
another rule card is played. estiver na formação oponente, Not So Fast não pode ser
While this rule card is in play, realms which place restrictions usada em eventos benéficos daquele jogador. Esta fortaleza
on attacking card types or force cards to be discarded to attack pode ser usada para cancelar a ação de descartar 3 cartas
have these conditions placed on defenders instead. para reconstruir um reino, as cartas serão descartadas
normalmente.
Tradução: Jogue no início do turno deste jogador, esta carta Not So Fast cancela a carta por inteiro no momento que é
não é descarada. Afeita a todos os jogadores e permanece ativada. The Fates, Renovação, Pergaminho de Outros
em efeito até outra carta regra ser jogada. Mundos, Kelaser Redbelt, etc, são negados completamente,
Enquanto esta regra estiver em jogo, reinos que impedindo inclusive o descarte das cartas. Cartas como Gib
ofereçam restrições às cartas atacantes ou que forcem Irod, Bag of Holding, Tyr, etc, que permanecem em jogo, tem
cartas a ser descartadas para atacar passam a aplicar seu pode negado somente no turno em questão, podendo ter
novamente seu poder no próximo turno.
essas condições aos defensores.

Speed Kills Card Combo (from Desafio aos Corajosos 2012): Not So Fast
can be played on the target of Kelaser Redbelt's (25/PO)power
#17 of 20 Rule Card to leave the target player with no cards. It’s not as good as
Played at the beginning of the player's turn, this card is not Hijacking but at least it’s harder to negate this action.
discarded. It affects all players and remains in effect until any
other rule card is played. Cúpula BSW 2015: Ao responder a uma tentativa do
When a player draws the last card of their deck, the discard adversário de comprar cartas extras, reconstruir um reino ou
pile is NOT reshuffled to make a new draw pile. The special jogar um turno extra, Not So Fast afeta apenas a ação de
powers of all cards that return or reshuffle cards from the comprar cartas extras, reconstruir um reino ou jogar um turno
discard pile to the draw pile are negated. extra. Caso a carta respondida tenha outros poderes, eles
funcionam normalmente. Ao responder uma das ações acima
Tradução: Jogue no início do turno deste jogador, esta carta descritas, a fortaleza nega a ação afetada.
não é descarada. Afeita a todos os jogadores e permanece Not so Fast não pode afetar eventos protegidos pela dungeon
em efeito até outra carta regra ser jogada. Azure Tower of Onad the Fallen (24/DU).
Quando um jogador saca a ultima carta de seu deck, a pilha
de descarte não é reembaralhada para formar uma nova pilha Cúpula BSW 2016: devido à enorme dificuldade em oferecer
de saque. O poder especial de todoas as cartas que retornam uma resposta ao poder desta carta, seu poder deve ser
ou reembaralham cartas da pilha de descarte para a pilha de ativado apenas se ela for descartada da formação.
saque são negados.

Chaos Brasil - Página 442


Stone Golem Regra: Qualquer ação abrange o poder de qualquer carta que
CQ-BR tenha como alvo um campeão do jogador, desde cartas
01/20 lançáveis, como magias, habilidades de sangue, de ladrão,etc.
Ally Eventos, poderes de reinos (Horned Society, Irmandade
6 Escarlate), poderes de campeão (Gib Kcir, Necba,etc),
AD&D
Earthwalker. Immune to offensive spells. If defeated in combat,
all spells in all discard piles are sent to the Abyss. If defeated poderes de aliados (Assassinos), entre outros. Cartas que
in combat as an ally, it returns to pool as a level 6 monster. afetem o jogador, mão, pilha de saque, descarte ou formação,
mesmo quando em combate não podem ser alvo de Framed!
Tradução: Cavador. Imune a feitiços ofensivos. Se derrotado Somente pode ser usada em cartas que afetem a um único
em combate, todos as magias em todas as pilhas de descarte campeão, cartas como Congame, Black Bess, entre outras,
são enviadas para o abismo. Se derrotado em combate como não podem ser afetadas por Framed!
um aliado, ele retorna ao poço como um monstro de nível 6.
Blood of Azhul
Corruption of Soul CQ-BR
CQ-BR 05/20
02/20 Blood Ability
Cleric Spell AD&D
AD&D Can be used at any time in battle. The user may attack again
Castable only by clerics. The corruption runs so deep that the until the realm is razed as long as each previous round of the
targeted non-avatar champion loses their immunity to offensive battle was a victory for the user. (Def/4)
spells and is sent to the Abyss. The caster is sent to Limbo
until the end of his next turn. (Off/3/4) Tradução: Pode ser usado a qualquer momento em batalha.
O usuário pode atacar novamente até o reino ser destruído
Tradução: Lançável somente por clérigos. A corrupção corre desde que tenho sido vitorioso no round anterior.
tão profunda no alvo, campeão não-avatar, que este perde a
imunidade a feitiços ofensivos e é enviado para o Abismo. O Regra: Se o reino inicial de ataque tenha sido destruído por
lançador é enviado para o Limbo até o final do próximo turno. alguma razão a batalha se encerra e não pode mais continuar
atacando.
Cúpula BSW 2021: Como o lançador é enviado para o Limbo,
conforme a literalidade da carta, e como o custo para uso de Gatekeeper’s Lost Foon
seu poder acontece concomitantemente ao efeito de enviar o CQ-BR
campeão para o Abismo, o lançador não pode ser alvo do 06/20
redirecionamento de Corruption of Soul. Magic Item
4
Tampering AD&D
CQ-BR Weapon. While in play, cards cannot leave the Abyss. (Def)
03/20
Thief Skill Tradução: Arma. Quando em jogo, cartas não podem deixar o
AD&D Abismo.

Playable only after a champion activates a magical item to use Regra: Nenhuma carta de nenhum tipo pode sair o Abismo,
its effects during phase 3. Instead of working, that champion quando este item mágico está em jogo, como é um item
and that magical item are sent to the Abyss regardless of any defensivo não existem imunidade ao mesmo.
special powers and immunities. (Off/3)
Kinetic Armor
Tradução: Jogue somente depois de um campeão ativar um CQ-BR
item mágico e usar seus efeitos durante o passo 3. 07/20
Instantaneamente o campeão e o item mágico são enviados Magic Item
para o Abismo independente de qualquer poder especial e 5
imunidades. AD&D
Not usable by thieves or wizards. Turns offensive unarmed
Framed! combat cards or thief skills back at the user. Can be played in
CQ-BR combat to turn back a just played unarmed combat card or
04/20 thief skill. (Def)
Thief Skill
AD&D Tradução: Não pode ser usada por ladrões ou magos.
Play only when one of your champions is targeted by any Retorna cartas de combate desarmado ou habilidades de
action by an opponent. Choose another champion in any ladrão de volta ao usuário. Pode ser jogada em combate para
player's pool, that champion is now the target of the action and retornar uma recém jogada carta de combate desarmado ou
is affected regardless of special powers and immunities. (Def) habilidade de ladrão.

Tradução: Jogue somente quando um de seus campeões for Regra: Somente pode ser usada como carta reposta em
alvo de qualquer ação oponente. Escolha outro campeão no batalha, fora de batalha só tem efeito se já estiver em jogo.
poço de qualquer jogador, este agora será o alvo da ação e Tem efeito em qualquer Thief Skill ou UCC para retorná-la
seus efeitos independente de poder especial e imunidade. para seu usuário agindo do mesmo modo como um Contra
Feitiço, enviando seus efeitos de volta ao lançador original, se

Conquest Brasil- Página 443


o poder da carta não surtir efeito no campeão a mesma é champions become immune to the special powers of opposing
negada. Exemplo de cartas negadas (Com Game, Hijacking, non-Greyhawk champions.
etc)
Tradução: Gigantes em combate com Romeis são
Mace of Blood Drain descartados. Se um reino inteiro de Greyhawk estiver em
CQ-BR jogo, os campeões deste jogador tornam-se imunes ao poder
08/20 especial de campeões que não sejam do mundo de
Magic Item Greyhawk.
8 Regra: Esta é uma carta de vitória automática, quando jogada
AD&D contra gigantes.
May be attached at any time to a champion to absorb any
blood ability as it is played. The blood ability is then put under Gib Occav
this card and its bonus is added to the mace. When in play still CQ-BR
absorbing any blood ability played against this champion. (Def) 12/20
Hero
Tradução: Pode ser anexada a qualquer momento no 7
campeão para absorver uma habilidade de sangue jogada. A Forgotten Realms
habilidade de sangue é colocada em baixo desta carta e seu Dwarf. Earthwalker. Can cast wizard spells, immune to harmful
bônus é adicionado a Mace. Quando em jogo absorve events. When in combat, Gib Occav can use one legally
qualquer habilidade de sangue jogada contra este campeão. playable card from any discard pile. The card, when discarded,
is reshuffled back into its owners draw pile.
Regra: A habilidade de sangue absorvida perde seu poder Tradução: Anão. Cavador. Pode lançar feitiços de mago,
quando está com o campeão utilizando Mace of Blood Drain. imune a eventos maléficos. Quando em combate, Gib Occav
pode usar uma carta legalmente usável de qualquer pilha de
The Grim Harvest descarte. A carta, quando descartada, é embaralhada de volta
CQ-BR a pilha de saque original.
09/20
Rule Card Gib Igoy
AD&D CQ-BR
Played at the beginning of this player's turn, this card is not 13/20
discarded. It affects all players and remains in effect until Hero
another rule card is played. All players must attack on their 8
turn or discard a card from their pool. All realms can be Forgotten Realms
attacked, regardless of position, restrictions, or holdings. While in play, all players must skip phase 3 of their turns.
Champions defeated in battle go to the Abyss. When first played, this player’s phase 3 ends.

Tradução: …Todos os jogadores devem atacar em seu turno Tradução: Quando em jogo, todos jogadores devem ignorar a
ou descartar uma carta de seu poço. Todos os reinos podem fase 3 de seus turnos. Quando recém jogado, a fase 3 deste
ser atacados,independente de posição, restrição ou fortalezas. jogador termina.
Campeões derrotados em batalha vão para o abismo.
Kys M’yeasche, the Chase Hunter
Regra: Se alguma carta em jogo proibir a ida dos perdedores CQ-BR
para o abismo (Gatekeeper’ Lost Fond, etc), estas deverão ser 14/20
enviadas para o descarte normalmente. Cleric
6
Tag Team Greyhawk
CQ-BR Elf. Immune to harmful events. All chase cards and promo
10/20 cards lose their special powers when the Chase Hunter is in
Event play.
AD&D
This player can now assist any player currently in combat as if Tradução: Elfo. Imune a eventos maléficos. Todas as cartas
it were his phase 4. If played during this players combat, the chase e promo perdem o poder especial quando Chase
player may use any champion in any pool as an ally who is Hunter está em jogo.
reshuffled into their owner's draw pile at the end of combat.
(Harmful) Regra: Cartas especiais de edições também tem seu poder
negado por Chase Hunter.
Tradução: Este jogador pode agora assistir qualquer jogador
atualmente em combate se este estiver em sua fase 4. Se Cúpula BSW 2021: Quando Chase Hunter entra em jogo,
jogada durante o combate destes jogadores, o jogador pode cartas que normalmente não ficam em jogo, como magias e
usar qualquer campeão em qualquer poço como um aliado aliados são descartadas, pois elas não permaneceriam em
que é embaralhado em sua pilha de saque no final do jogo se não fosse seus respectivos poderes especiais.
combate.
Son of Tasselhoff
Regra: É usada somente em um round de combate. CQ-BR
15/20
Romeis Gianthammer Thief
CQ-BR 2
11/20 Dragonlance
Hero Halfling (Kender). Magical items attached to this champion
6 may not be discarded, even by this player. If Tasslehoff
Greyhawk Burrfoot is in play, he must retrieve and attach items from his
Giants in combat with Romeis are discarded. If an unrazed discard pile to his son instead of himself every turn, even if he
Greyhawk realm is in play anywhere, this player Greyhawk is in another pool. When Tasslehoff’s son is discarded, all
items go to its original discard pile.

Conquest Brasil- Página 444


Tradução: Halfling (Kender). Itens mágicos anexados a este Castle Strahd
campeão não podem ser descartados, a não ser por este CQ-BR
jogador. Se Tasslehoff Burrfoot está em jogo, ele deve retirar 18/20
e anexar itens de sua pilha de descarte em seu filho Realm
instantaneamente a cada turno, sempre que ele estiver em +7
outro poço. Quando Tasslehoff’s filho é descartado, todos os Ravenloft
itens vão para a pilha de descarte original. Cannot be attacked by flyers or clerics. This realm strips any
special movement requirements (swimmers, flyers, etc.) from
Regra: A escolha dos itens mágicos é feita por Tasslehoff any realm that this players Ravenloft champions or allies
Burrfoot, porém ele é obrigado a fazê-lo todo turno. attack. Undead vampire bat allies lives in the realm and helps
to defend it each round it is attacked.
Tradução: Não pode ser acatado por voadores ou clérigos.
Pawnmaster Este reino cancela qualquer movimento especial requerido
CQ-BR (nadar, voar, etc...) a qualquer reino para o ataque de
16/20 campeões e aliados de Ravenloft deste jogador. Morcegos
Thief vampiros mortos vivos vivem no reino e ajudam na defesa a
9 cada round que é atacado.
Birthright
Adventurer. Once per turn, this player may place a card from Front Lines
his hand, pool or formation into the Abyss to negate the CQ-BR
special power of a champion in play for this player, until the 19/20
beginning of this player's next turn. Realm
AD&D
Tradução: Aventureiro. Uma vez por turno, este jogador pode Front Lines must be placed as the lead realm, replacing the
enviar uma carta de sua mão, poço ou formação para o current lead realm whether razed or not. Can only be
Abismo para negar o poder especial de um campeão em jogo discarded during any phase 4. While this realm is in play this
para este jogador, até o início de seu próximo turno. player may have a 2nd phase 4 if a spoils of victory is gained
by razing a realm during the 1st phase 4.
Regra: O campeão afetado continua a fazer efeito para os
outros jogadores normalmente. Características de raça, classe Tradução: Front Lines deve ser colocada como primeiro reino,
e movimento não são negados. substituindo o atual reino na posição, estando destruído ou
não. Pode somente ser descartado durante a fase 4. Quando
Cúpula BSW 2016: o poder deste campeão pode ser ativado este reino está em jogo este jogador pode ter uma segunda
apenas durante o passo 3 do turno de seu controlador, fase 4 se espólios são ganhos destruindo um reino durante a
conforme a Cúpula BSW 2013, ao contrário do que ocorre primeira fase 4.
com o poder de Vaerhirmana, por exemplo, que possui uma
complementação de significado no próprio poder da carta.
Narchek
CQ-BR
Mistress of Destruction
20/20
CQ-BR Realm
17/20 Dark Sun
Psionicist Narchek is immune to offensive spells. Narchek may be razed
6 to retarget any just played psionic power card or the special
Dark Sun power of a psionic champion to any legal target in play.
Earthwalker. If this champion razes a realm in phase 4, she
may psionically raze an additional realm anywhere in play Tradução: Narchek é imune a feitiços ofensivos. Narchek
instead of drawing spoils. pode ser destruída para retornar uma recém usada carta de
poder psiônico ou poder de campeão psiônico para qualquer
Tradução: Cavador. Se esta campeã destrói um reino na fase alvo legal e jogo.
4, ele pode psionicamente destruir um reino adicional em
qualquer lugar em jogo, ao invés de sacar espólios.

Conquest Brasil- Página 445


Ravenloft Chases
Join the Core Vistani Gipsy of Barovia
01/RLCh 05/RLCh
Chase Chase
Dungeon Hero
This player can draw one less card in phase 1 to search in his 4
draw pile for a Ravenloft realm and put it in his hand. Ravenloft
In phase 3, this player can look at the opponent’s hand.
Tradução: Este jogador pode comprar uma carta a menos na
fase de saque para procurar por um reino de Ravenloft em Tradução: No passo 3, este jogador pode olhar a mão de seu
sua pilha de saque e coloca-lo na sua mão. adversário.

Forlorn Não há óbice para que esta carta seja usada em uma partida
02/RLCh com dois ou mais adversários, mas ela só poderia ser usada
Chase nas cartas da mão de um deles a cada turno.
Realm
Attacking champions must draw and discard a card, noting its Tristen ApBlanc
last digit. If it is 3 or less, the attacker is sent to Limbo. Battle 06/RLCh
ends without winner. Chase
Monster
Tradução: Campeões atacantes devem comprar e descartar 9
uma carta, observando seu último dígito. Se for 3 ou menor, o Ravenloft
atacante é enviado para o Limbo até o fim do próximo turno de Darklod. Undead. He cannot be forced to leave his pool by any
seu dono. O combate termina sem vencedores. means. His level drops to 5 when attacking. When defending,
the opposing champion must draw and discard a card, noting
Apesar de a carta em inglês não mencionar a duração da its last digit. If it is 3 or less, he’s defeated. While Tristen is in
permanência do campeão atacante no Limbo, aplica-se a play, Forlorn can only be razed or discarded through combat.
regra geral, que seria até o fim do próximo turno de seu dono,
como expressamente mencionado na carta em português. Tradução: Lorde de Domínio. Morto-Vivo. Ele não pode ser
forçado a deixar seu poço por qualquer razão. Seu nível
Nedragaard Keep diminui para 5 quando atacando. Quando defendendo, o
03/RLCh campeão oponente deve comprar e descartar uma carta,
Chase olhando o último dígito. Se for 3 ou menor, ele é derrotado.
Holding Enquanto Tristen estiver em jogo, Forlorn só pode ser
Can also be attached to a Dragonlance realm. Dragonlance or arrasado ou descartado em combate.
Ravenloft champions defending this realm are doubled in level
and are sent to their owner’s pool instead of being discarded if The Wepping Knight
defeated. 07/RLCh
Chase
Tradução: Pode ser anexada também a um reino Cleric
Dragonlance. Campeões Dragonlance ou Ravenloft têm seu 6
nível dobrado quando defendendo este reino e são enviados Ravenloft
para o poço de seus donos ao invés de serem descartados Paladin. Can use hero unarmed combat cards. If she defeats
quando derrotados. Tristen ApBlanc (6/RL chase) in combat, he is sent to the Void
along with Forlorn (2/RL chase), if it’s in play anywhere,
Bad Luck regardless of any card’s special powers.
04/RLCh
Chase Tradução: Paladino. Pode usar cartas de combate desarmado
Event de heróis. Se Tristen ApBlanc (6/RL chase) for derrotado por
Negate a card that would allow your opponent to search for a ela em combate, é enviado para o Void, juntamente com
card in his draw pile. The affected card is sent to the discard Forlorn (2/RL chase), caso o reino também esteja em jogo.
pile, regardless of its original destination. Can be Calmed but Esta habilidade funciona independentemente do poder
cannot be canceled. (Harmful) especial de outras cartas.

Tradução: Nega uma carta oponente que permita procurar Wandering Ghoul
por uma carta na pilha de saque. A carta negada é enviada 08/RLCh
para a pilha de descarte independente de seu destino original. Chase
Não pode ser negada, mas apenas Serenizada. Monster
6
Ravenloft

Ravenloft Chases - Página 446


Undead. In battle, the Ghoul may cause any champion whose The Sith of Arak
base level is 5- to become his ally for the round of battle. If he 13/RLCh
loses the round of combat, the ally is discarded instead of him. Chase
Ally
Tradução: Este jogador pode comprar uma carta a menos na +5
fase de saque para procurar por um reino de Ravenloft em Elf. Can use thief skills. If on the winning side of a battle, they
sua pilha de saque e coloca-lo na sua mão. return to their owner’s hand instead of being discarded.

Gem of Seeing Tradução: Elfos. Podem usar habilidades de ladrão. Se no


09/RLCh lado vencedor da batalha, eles retornam para a mão de seu
Chase dono ao invés de serem descartados.
Magical Item
Once per turn in phase 3, this player may check the first three Goblyns of Forlorn
cards from a player’s draw pile and then he may send this card 14/RLCh
to the Abyss to rearrange those cards at will. (Off) Chase
Ally
Tradução: Uma vez por turno no passo 3, este jogador pode +6
olhar as 3 primeiras cartas da pilha de saque de um jogador e If facing a living (non-undead) champion, it cannot be forced to
enão pode descartar esta carta para coloca-las no fundo da switch sides by any reason.
pilha. (Ofe)
Tradução: Se usado contra um campeão vivo (não morto-
Aqui há uma clara diferença entre as versões da carta em vivo), eles não podem ser forçados a mudar de lado por razão
inglês e em português. Como ambas são cartas oficiais, alguma.
ambas são válidas, mas não é possível usar ambas em um
mesmo baralho.
Strahd’s Frightful Joining
Esta carta pode ser usada tanto em uma pilha de saque de
um adversário quanto na própria pilha de saque do seu dono. 15/RLCh
Chase
Wizard Spell
Sword of Life Stealing
Usable only by an undead champion. Take control of a
10/RLCh champion in play until the end of the current turn. If used by
Chase Strahd Von Zarovich (336/5th ed), it lasts until dispelled.
Magical Item (Off/3)
+3
This sword may copy the special powers of a defeated Tradução: Usável apenas por um campeão morto-vivo.
champion (no avatar). Can be renewed every new champion Ganhe o controle de um campeão em jogo até o fim do turno
defeated. corrente. Se usado por Strahd Von Zarovich (336/ 5a ed), o
feitiço dura até ser dispersado. (Ofe/3)
Tradução: Espada. O campeão com Ladra de Almas pode
copiar o poder de um campeão, não avatar, que derrotar em Apesar da menção a uma quinta-edição, ela nunca chegou a
batalha. O poder pode ser renovado a cada campeão ser oficializada pela Liga BSW. De todo o modo, a carta
derrotado. (Ofe) Strahd Von Zarovich foi originalmente lançada na coleção
Ravenloft, o que permite o perfeito funcionamento desta carta,
Relics of Arak mesmo com esta mudança de planos.
11/RLCh
Chase Soul Anchor
Artifact 16/RLCh
+2 Chase
Ravenloft Wizard Spell
The attached champion is immune to offensive cards.The Target champion becomes a realm champion, and now can
Relics may be discarded to prevent the attached champion only be used to defend a chosen realm, having no special
from being removed from play by an opponent (except being powers otherwise.It lasts until dispelled. (Off/3)
sent to the Void).
Tradução: O campeão-alvo em jogo torna-se um campeão de
Tradução: O campeão anexo é imune a cartas ofensivas. As reino, podendo ser usado a partir de agora apenas para
Relíquias podem ser descartadas para prevenir que o defender um reino escolhido, não tendo poderes especiais em
campeão seja removido de jogo por força do oponente, por outras situações. Dura até ser cancelado. (Ofe/3)
qualquer razão (exceto ser enviado ao Void).
Tomb Ward
Ravana’s Bane
17/RLCh
12/RLCh Chase
Chase Cleric Spell
Artifact Hide this card under a realm. If the realm is attacked, reveal
+9 this card. Gain control of the attacker, who becomes an
Ravenloft undead (mummy) monster able to cast wizard spells. The
Weapon. The attached champion automatically defeats a battle ends without a winner (no spoils of victory are drawn by
werebeast champion in battle. either side). The spell is attached to the champion and it lasts
until dispelled. (Off/3)
Tradução: O campeão anexo automaticamente derrota um
campeão licantropo em combate. Tradução: Esconda esta carta debaixo de um reino. Se o
reino for atacado, revele esta carta. Ganhe o controle do
Ambas as cartas são consideradas armas, apesar da campeão atacante, que se torna um monstro morto-vivo
ausência de menção à esta classificação na versão em (múmia) capaz de lançar magias de mago. O feitiço fica
português. anexado ao campeão e dura até ser dispersado. Jogador
oponente não pode mais fazer ataques neste turno. (Ofe/3)

Ravenloft Chases - Página 447


Apesar de vários campeões Ravenloft serem lordes de
Embora haja uma ligeira diferença de redação entre as domínio no jogo D&D, esta correspondência não foi feita para
versões em inglês e português, ambas as cartas funcionam do o Spellfire, portanto, até o momento, apenas Tristen ApBlanc
mesmo jeito: ao ser usada com sucesso, o jogador de O Selo (RLCh 6/25) e campeões que usam qualquer carta de
da Tumba ganha controle do campeão adversário e combate desarmado, como Invictus, Ioannes Pavlvs (Promo
encerrando a batalha, sem vencedores ou perdedores. BSW 31).

Psychic Surgery Cause Terror


18/RLCh 23/RLCh
Chase Chase
Psionic Power Card Unarmed Combat Card
Ths player can look at another one’s hand and discard a Can only be used by any undead champion. Play it after both
support card found there. (Off/3) champions are chosen. If the opposing has a lower base level
than the user’s , he can only play one more card during this
Tradução: Este jogador pode olhar a mão de outro jogador e round of combat. (Off/4)
descartar uma carta-suporte ali encontrada. (Ofe/3)
Tradução: Usada apenas por campeões mortos-vivos. Jogue
Prisoner of the Mists esta carta após os campeões serem escolhidos. Se o
19/RLCh campeão adversário tiver um nível base menor que o do
Chase usuário, ele pode jogar apenas mais uma carta durante a
Blood Ability rodada de combate. (Ofe;3)
Negate a card or an action that would force the caster to leave
the pool he currently ocupies. (Def) Apesar da ligeira diferença de redação, ambas as versões
podem ser usadas por quaisquer campeões mortos-vivos.
Tradução: Nega uma carta ou uma ação que forçaria o Mesmo que a carta jogada pelo campeão adversário seja
lançador a deixar o poço que ele atualmente ocupa. (Def) negada, ele não poderá mais jogar cartas durante a rodada de
combate.
An Eye for an Eye
Greater Decay
20/RLCh
Chase 24/RLCh
Thief Skill Chase
Play when an opponent has used a support card. That card Unarmed Combat Card
also affects its owner (target is chosen by this player, if +5
needed). If this card is negated, both cards are negated. (Off) Can only be used by any undead champion. The opposing
champion is sent to the Abys after combat, regardless of the
Tradução: Jogue quando o adversário tentar usar uma carta- combat’s result. (Off/4)
suporte. Esta carta também afeta o seu dono (o alvo é
escolhido por este jogador, se necessário). Se uma carta for Tradução: Pode ser usada apenas por qualquer campeão
negada, ambas são negadas. (Ofe) morto-vivo. O campeão adversário é enviado para o Abismo
depois do combate, independentemente de seu resultado.
(Ofe/4)
Assassinate!
21/RLCh
Azalin’s Doomsday Device
Chase
Thief Skill 25/RLCh
Discard a champion whose base level is lower than the user’s. Chase
If Assassinate! Is successfully used, put it into the Abyss Rule Card
instead of the discard pile. (Off/3) Played at the beginning of the player's turn, this card is not
discarded. It affects all players and remains in effect until any
Tradução: Descarte um campeão cujo nível base é menor other rule card is played.
que o do usuário. Se Assassinato! for usada com sucesso, At the beginning of a player’s turn, he must draw and discard a
coloque-a no Abismo ao invés da pilha de descartes. (Ofe/3) card, noting its last digit. If it is 0 or 1, razing one of his realms
or discarding one of hs champions (the affected player’s
choice). Undead champions and Ravenloft realms are immune
I’m the Land
to this special power.
22/RLCh
Chase Tradução: Jogada no início de seu turno, esta carta não é
Unarmed Combat Card descartada. Ela afeta todos os jogadores e funciona até outra
Usabely only by darklords. Prevent a Ravenloft realm from carta regra ser jogada.
being razed or discarded. If used in combat, the battle ends No início do turno de um jogador, ele deve comprar e
without a winner (no spoils of victory are drawn by either side). descartar uma carta, observando seu último dígito. Se for 0 ou
(Def) 1, arrase um de seus reinos ou descarte um campeão no
poço, a sua escolha. Reinos de Ravenloft e campeões mortos-
Tradução: Pode ser usada apenas por um lorde de domínio. vivos são imunes a este poder.
Previne que um reino Ravenloft seja arrasado ou descartado.
Se usada em combate, a batalha termina sem vencedor. (Def)

Ravenloft Chases - Página 448


Mitos e Lendas Chases
Emperor D. Pedro II Pisadeira
01/MLCh 04/MLCh
Chase Chase
Hero Wizard
7 5
AD&D RL
Can use blood abilities. Emperor of Brazil, his level is doubled Flyer. Once per turn, she can look at the face down all cards in
when defending a Mitos e Lendas ream. Immune to special a player’s pool.
powers of champions and allies. He can be sent to the Abyss
from the pool to prevent that a Mitos & Lendas realm be Tradução: Voadora. Uma vez por turno, ela pode olhar todas
discarded. as cartas encobertas no poço de um jogador.

Tradução: Pode usar habilidade de sangue. O Imperador do Corpo-Seco


Brasil, tem o nível dobrado ao defender qualquer reino de 05/MLCh
Mitos & Lendas. Imune ao poder especial de campeões e Chase
aliados. Pode ser enviado ao Abismo do poço para evitar que Wizard
um reino de Mitos & Lendas seja descartado. 16
Forgotten Realms
Macunaíma, Son of the Sun and the Moon Avatar. Undead. Discard an undead champion to bring Corpo-
02/MLCh Seco into play.Immune to offensive spells and champion’s
Chase special powers. All players must ask Corpo-Seco permission
Hero to remove champions from the Abyss or from the discard pile.
4
Forgotten Realms Tradução: Avatar. Morto-Vivo. Descarte um campeão morto-
Indian. Macunaíma and all Indians, elfs, dwarves and halflings vivo para trazer Corpo-Seco para o jogo. Imune a feitiços
of this player can use the whole power of a card regardless of ofensivos e poderes especiais de campeão. Todos os
the day time. He can be sent to Limbo until the end of this jogadores devem pedir permissão a Corpo-Seco para retirar
player’s next turn to negate a thief skill. campeões do Abismo ou da pilha de descartes.

Tradução: Índio. Macunaíma e outros índios, elfos, anões e Ipupiaras


halflings deste jogador podem usar o poder completo de 06/MLCh
qualquer carta com restrições de horário (6pm/6am). Pode ser Chase
enviado para o Limbo, até o final do próximo turno deste Ally
jogador, para negar uma habilidade de ladrão. +10
Swimmer. If on the winning side of a battle, this player can
Aleijadinho, Artisans’ Master search for a promo or for a Mits & Lendas card in his draw pile
03/MLCh and put it in his hand.
Chase
Hero Tradução: Nadador. Se estiver no lado vencedor de uma
7 batalha, este jogador pode buscar uma promo ou da série
Birthright Mitos e Lendas em sua pilha de saque e colocar em sua mão.
Once per turn in phase 3, this player can attach a card face
down to Aleijadinho to copy a magical item or artifact Little Soldier
anywhere in play. If the copy leaves play, the original card is 07/MLCh
also affected in the same way. If another card is copied, the Chase
previous copy is discarded. Ally
+1
Tradução: No passo 3, este jogador pode anexar a Flyer. This charismatic byg inpires all this player’s champions
Aleijadinho uma carta virada para baixo, copiando um item and allies to face their opponents and double their printed
mágico ou artefato em jogo. Se a cópia for removida de levels for this round of combat.
qualquer maneira, a carta original também sofre o mesmo
efeito. Se outra carta for copiada, a anterior é descartada. Tradução: Voador. Este carismático inseto inspira todos os
campeões e aliados deste jogador a enfrentar seus
Esta carta possibilita diversos combos, por ser uma das oponentes, dobrando o nível impresso do campeão e aliados
poucas que possibilita a cópia de artefatos. O mais óbvio e deste jogador durante esta rodada de combate.
efetivo deles é a cópia de Ring of Winter (455/4th ed), fazendo
com que o adversário compre apenas 1 carta por turno. Este aliado dobra o nível ajustado do campeão e o nível de
todos os aliados por ele utilizados durante a rodada de
combate.

Mitos & Lendas Chases - Página 449


Anaconda’s Jump Unarmed Combat Card
08/MLCh +8
Chase Usable only by heroes or by any champion if there’s a Mitos &
Unarmed Combat Card Lendas champion in this player’s pool. If this champion wins
Usable only by monsters. Raze a coastal realm or one thae the round of battle, the attacked realm is automatically razed. If
has rivers, or discard a holding in play. (Off/3/4) used with Ginga (57/ML), the realm is discarded after
destroyed. (Off/4)
Tradução: Usável somente por monstros. Destói um reino que
tenha rios ou mar ou descarta uma fortaleza em jogo. Tradução: Pode ser usada por heróis ou qualquer campeão
(Ofe/3/4) desde que em seu poço tenha um campeão de Mitos &
Lendas. Se este campeão vencer a batalha o reino atacado é
O verbo destruir em português, no Spellfire, tem o sentido de destruído. Se utilizado com Ginga (57/ML), o reino é
arrasar (to raze) o reino e não descarta-lo, portanto cartas descartado. (Ofe/4)
como Sabotador Suicida (267/Port Ed) e Anaconda’s Jump
não descartam reinos, mas sim os arrazam. O verbo destruir em português, no Spellfire, tem o sentido de
arrasar (to raze) o reino e não descarta-lo, portanto cartas
como Sabotador Suicida (267/Port Ed) e o primeiro poder de
Papa-Figo’s Attack
Capoeira Regional não descartam reinos, mas sim os
09/MLCh arrazam.
Chse A versão em inglês desta carta, fez uso incorreto do verbo to
Unarmed Combat Card destroy (destruir) no fim do texto, pois desde a Cúpula BSW
Usabel only by monsters. Papa-Figo’s attack devours a portion 2016, este vocábulo é usado como sinônimo de discard
of a champion in play, discarding a card attached to him. In (descartar) em vez de to raze (arrasar).
phase 4, it can be played as a counter card to a just-played
card, denying the card. (Off/3/4/5)
Brazilian’s Way
Tradução: Usável somente por monstros. O ataque de Papa 13/MLCh
Figo permite a este jogador devorar uma parte de um Chase
campeão em jogo, descartando uma carta anexada. No passo Thief Skill
4, ela pode ser jogada como resposta a uma carta recém- If this player is forced to discard a realm from formation or a
jogada, negando a carta. (Ofe/3/4/5) champion from pool, Brazilian’s Way negates the action and
this player draws a card. If this card is successfully used, it is
Cúpula BSW 2021: esta carta pode ser usada durante a sent to the Abyss. (Def)
batalha por um campeão fora do combate para cancelar
uma carta recém-jogada por um campeão em batalha. Tradução: Se este jogador for forçado a descartar um reino
da formação ou campeões no poço, Jeitinho Brasileiro cancela
a ação, e este jogador compra uma carta. Se esta carta é
Capelobo’s Presence
usada com sucesso, ela é enviada para o Abismo. (Def)
10/MLCh
Chsae
Plague
Unarmed Combat Card
+6 14/MLCh
Usable only by monsters. The opposing champion must draw Chase
and discard a card, noting its last digit, if it is equal or lower Cleric Spell
than the opponent’s base level, he returns to his pool Discard a card attached to an opposing champion in play. If
defeated. (Off/4) used by a champion whose base level is 10 or higher, 2 cards
are discarded. (Off/3)
Tradução: Usável somente por monstros. O campeão
oponente deve sacar e descartar uma carta, observado seu Tradução: Descarte uma carta anexada a um campeão
último dígito. Se for igual ou menor que o nível base deste adversário em jogo.Se lançada por um campeão de nível base
campeão, o oponente retorna para a sua mesa derrotado. 10 ou maior descarta duas cartas anexadas. (Ofe/3)
(Ofe/4)
Se Plague for usada por um campeão cujo nível base seja 10
A versão desta carta em português é um pouco confusa, mas ou maior, ambas as cartas descartadas devem pertencer ao
o nível base a ser utilizado na comparação com o último dígito mesmo campeão.
da carta sacada é o do campeão adversário.
Hereditary Capitancy
Mapiguari’s Hunger 15/MLCh
11/MLCh Chase
Chase Event
Unarmed Combat Card Play on an opposing realm that now counts as your own. It
+5 remains in the original formation and it isn’t considered just-
Usable only by monsters. This monster can attack as many played, but its powers can be used by you, if possible. The
times as he wants until he razes a realm or is defeated. opponent may attack the affected realm to free it from the
Defeated champions are discarded regardless of special event. The combat works normally. If the attacker is
powers of any card in play. (Off/3) successful, the event is discarded, and the realm isn’t razed.
Spoils of victory are normally drawn. (Harmful)
Tradução: Usável somente por monstros. Este monstro pode
atacar indefinidamente até ser derrotado ou até arrasar o reino Tradução: Use em um reino da formação do adversário, que
atacado. Campeões derrotados por ele são descartados passa a contar como um de seus reinos. Ele permanece na
independente de poderes especiais de qualquer carta em formação original e não é considerado recém-jogado, porém
jogo. (Ofe/3) este jogador pode usar seus poderes, quando possível. O
adversário pode atacar o reino afetado para terntar libertá-lo
do evento. O combate ocorre normalmente. Caso o atacante
Capoeira Regional
seja bem-sucedido, o evento é descartado e o reino não é
12/MLCh arrasado. Espólios de vitória são comprados normalmente.
Chase (Maléfico)

Mitos & Lendas Chases - Página 450


O texto é inglês é um pouco confuso, mas Trindade and
Como o reino afetado por este evento não deixa a formação Martim Vaz pode ser anexada a qualquer reino, que se torna
original, aquele jogador não descarta todas as cartas em seu atacável apenas por voadores e nadadores.
poço e deixa de ter seu passo 3, caso o reino afetado seja o
único em sua formação. Itu, the Giant Objects’ City
O contrário é válido para o jogador do evento: caso ele não 20/MLCh
tenha reinos em sua formação, ele não terá passo 3 em seu Chase
turno e deverá descartar todas as cartas em seu poço, mesmo Realm
que o evento Hereditary Capitancy esteja em jogo em um dos 2
reinos de um jogador adversário. AD&D
All magical items and artifacts used in a defense of this
Superstition player’s realms have their levels doubled. This realm can be
16/MLCh razed at any time to double the levels of all this player’s
Chse magical items or artifacts until the end of this player’s next
Event turn. Itu can defend itself as a level 2 hero who can use any
Poke into the past brings bad luck. No opposing player may magical item or artifact. If the realm champion successfully
retrieve cards from his discard pile or reshuffle it with his draw defends Itu, all magical items and artifacts used by him returns
pile. It lasts until negated. (Harmful) to this player’s hand.

Tradução: Mexer em coisas do passado dá azar. Nenhum Tradução: Todos os itens mágicos e artefatos na defesa dos
jogador opoenente pode retornar ou reembaralhar cartas da reinos deste jogador dobram de nível. Este jogador pode a
pilha de descarte. Dura até ser negado. (Maléfico) qualquer momento destruir Itu para dobrar o nível de todos os
seus itens mágicos e artefatos até o fim do seu próximo turno.
Apesar da versão em português ser um pouco confusa, os Itu pode defender-se como um herói nível 2 imune à derrota
jogadores adversários não poderão trazer cartas de suas instantânea, que pode usar qualquer item mágico ou artefato.
pilhas de descarte para as respectivas mãos, bem como Caso a defesa do reino seja bem-sucedida, os itens mágicos e
reembaralha-las em suas pilhas de saque. artefatos utilizados no combate retornam à mão deste jogador.

Tikunás Há algumas diferenças entre as versões da carta em inglês e


17/MLCh em português. Enquanto na primeira, o reino pode ser
Chse arrasado para dobrar o nível dos itens mágicos OU artefatos
Magical Item de seu possuidor, na segunda, a mesma ação dobra o nível
+5 de AMBOS. Além disto, o campeão do reino da versão em
Send Tikunás from pool to the Abyss to prevent that a realm português é imune à cartas de vitória automática, enquanto o
be razed or discarded outside combat. (Def) campeão do reino da versão em inglês não possui este poder.
Itu possibilita alguns combos interessantes com itens mágicos
Tradução: Envie Tikunás do poço para o Abismo para evitar e artefatos de vitória automática, em especial Blamblower
que um reino seja arrasado e/ou descartado fora de combate. (56/DL), cujo poder pode causar uma vitória automática, em
(Def) algumas situações, e que seria retornada à mão de seu dono
após o uso em vez de ser descartada.
Cordel
Pelourinho
18/MLCh
Chase 21/MLCh
Magical Item Chase
In phase 3, you may discard Cordel to retrieve any Mitos & Realm
Lendas card from your discard pile to your hand, or you can Greyhawk
send Cordel to the Abyss to put a Mitos & Lendas card from Raze this realm to negate an event, harmful or helpful. Discard
the Abyss in the discard pile. (Def) this realm to redirect the effects of a harmful event to any other
legal target in play.
Tradução: No passo 3 envie Cordel para a pilha de descarte
para recuperar qualquer carta da série Mitos & Lendas da Tradução: Destrua este reino para negar um evento, maléfico
pilha de descarte para a sua mão ou envie para o Abismo ou benéfico. Descarte-o para redirecionar os efeitos de um
para trazer uma carta M&L do Abismo para a pilha de evento maléfico para outro alvo em jogo.
descarte. (Def)
O verbo destruir em português, no Spellfire, tem o sentido de
arrasar (to raze) o reino e não descarta-lo, portanto esta carta
Trindade and Martim Vaz
tem o mesmo poder tanto em inglês quanto em português.
19/MLCh
Chase
Tarsila
Holding
Can be attached to any realm, that must be attacked only by 22/MLCh
flyers or swimmers.The first Brazilian oceanic island protects Chase
your formation, and must be the first target of cards played Realm
against your formation, receiving the full effects of the card. AD&D
The attached realm is not affected. No opposing realm may be voluntarily razed or discarded.

Tradução: Pode ser anexada em qualquer reino fazendo que Tradução: Nenhum reino adversário pode ser destruído ou
seja atacado somente por nadadores ou voadores. A primeira descartado voluntariamente.
ilha oceânica do Brasil fornece proteção à sua formação,
fazendo com que ela seja o primeiro alvo de cartas jogadas O verbo destruir em português, no Spellfire, tem o sentido de
contra a sua formação, recebendo os efeitos por completo. O arrasar (to raze) o reino e não descarta-lo, portanto esta carta
reino anexo não é afetado por cartas redirecionadas para esta tem o mesmo poder tanto em inglês quanto em português.
fortaleza.
Caboclo’s Cemitery
23/MLCh

Mitos & Lendas Chases - Página 451


Chase
Realm
+7
Ravenloft

Mitos & Lendas Chases - Página 452


It can defend itself as a level 7 undead monster able to cast Tradução: Índos e campeões da Série Mitos & Lendas mortos
wizard spells. All undead, werebeasts, drows and em batalha são enviados para o Limbo e retornam ao final do
demon/fiends, champions and allies this player, are protected próximo turno deste jogador. A cada batalha vencida,
by Caboclo’s Cemitery they can’t have their special powers campeões da série M&L e índos podem trazer uma carta
negated or their levels reduced. usada em batalha para a mão deste jogador.

Tradução: Pode defender-se como um monstro morto-vivo, Caso o campeão deste jogador seja enviado para o Abismo
nível 7, que lança magias de mago. Todos os mortos-vivos, ou para o Void, resultando em sua derrota em batalha, os
lobisomens, elfos (drow) e demônios/fiends, campeões e poderes desta dungeon não o enviam para o Limbo, mas sim
aliados deste jogador, são protegidos por Cemitério dos para a sua destinação original.
Caboclos, não podendo ter seus poderes negados ou ter seu
nível reduzido. Fight With Honor
25/MLCh
Apesar de a versão em inglês indicar um bônus de +7, na Chase
verdade o reino pode defender-se com um campeão de reino Rule Card
nível 7, como descrito em seu texto. Played at the beginning of the player's turn, this card is not
Na segunda parte do texto em inglês, ficou faltando a discarded. It affects all players and remains in effect until any
preposição of (de) antes da expressão this player (este other rule card is played.
jogador), mas ainda assim é possível compreender o poder da All round of combat won by level generates spoils of victory (a
carta de proteger os campeões e aliados do jogador de defender earns two spoils of victory). Battles won automatically
Caboclo’s Cemitery que sejam do tipo morto-vivo, licantropo (e don’t generate spoils of victory. Phase 4 works normally
não apenas lobisomens, como na versão em português), elfos otherwise Mitos & Lendas champions and allies may attack
(drow) e demônios/diabos de terem os respectivos poderes any realm regardless of position or special powers.
negados ou respectivos níveis reduzidos.
Tradução: Jogada no início de seu turno, esta carta não é
Earth’s Domain descartada. Ela afeta todos os jogadores e funciona até outra
24/MLCh carta regra ser jogada.
Chase Todas as rodadas de combate vencidas por nível geram
Dungeon espólios de vitória (um defensor ganha dois espólios de
Indians and Mitos & Lendas champions defeated in battle are vitória). Batalhas vencidas automaticamente não geram
sent to Limbo and return to the pool in the end of this player’s espólios de vitória. O restante do passo 4 funciona
next turn. Every time M&L champions and Indians win a round normalmente. Campeões e aliados Mitos & Lendas podem
of battle, they may retrieve a card used in combat to this atacar qualquer reino, independentemente de posição ou
player’s hand. poderes especiais.

Mitos & Lendas Chases - Página 453


Spellfire 25 Years Edition
Cavern of Judgement monstro. Uma vez anexada ao campeão, ela não pode ser
01/25Y removida por qualquer razão. O campeão anexado só pode
Realm ser descartado em combate e deve sempre ser o primeiro a
AD&D ser usado para atacar ou defender.
Underdark. When this realm is attacked, this player can
examine the attacker’s discard pile. For each offensive card Tinker Gnome
found there, subtract one level from the attacker’s base level. If 05/25Y
it reaches 0 the attacker is defeated, and the battle ends, Ally
without spoils. This power extends to all other realms behind it +2
in this player’s formation. Gnome. Carrying various explosive devices, this ally can be
sacrificed to automatically win a round of battle. The attached
Tradução: Underdark. Quando este reino é atacado, este champion is discarded, too.
jogador pode examinar a piha de descarte do atacante. Para
cada carta ofensiva encontrada lá, subtraia um do nível base Tradução: Avatar. Gnomo. Carregando diversos dispositivos
do atacante. Se chegar a 0, o atacante é derrotado, e a explosivos, este aliado pode ser sacrificado para
batalha encerra sem espólios de vitória. Este poder é automaticamente vencer uma rodada de batalha. O campeão
estendido para todos os outros reinos atrás dele na formação anexado também é descartado.
deste jogador.
Sir Hagen
Floating Island of the North Sea 06/25Y
02/25Y Cleric
Holding 6
AD&D Greyhawk
4 This paladin can use hero unarmed combat cards. Immune to
Can be attached to any realm. It fights as a level 4 swimmer all psionics. His allies are fanatics who never switch sides.
and flyer hero champion.If a realm with no holding of this Undead cannot defend against him, but when an undead
player is attacked, this holding shifts to its aid. If it is defeated, champion attacks, Sir Hagen must defend if possible If
it shifts back to its origin realm; if it wins it stays where it is. discarded to bring an avatar in play, this player can also
Discard it if only razed realms remain in the formation. discard a monster up to equal his adjusted level from another
player’s pool.
Tradução: Pode ser anexada a qualquer reino. Ela defende-
se como um herói nível 4 nadador e voador. Se um reino sem Tradução: Este paladino pode usar habilidades de combate
fortaleza deste jogador for atacado, esta fortaleza desloca-se desarmado. Imune a todos os psiônicos. Seus aliados são
em seu auxílio. Se ela fora derrotada, ela retorna ao seu nível fanátivos que nunca mudam de lado. Mortos-Vivos não podem
ao seu reino de origem. Se ela vencer, ela permanece onde defender contra ele, ma quando um campeão morto-vivo
está. Descarte-a se apenas houver reinos arrasados na ataca, Sir Hagen deve defender, se possível. Se descartado
formação. para trazer um avatar para o jogo, este jogador pode também
descartar um monstro cujo nível ajustado seja igual ao seu do
Se o dono desta fortaleza for atacado em um de seus reinos poço de um outro jogador.
sem fortaleza, ele deve defender o reino atacado com esta
fortaleza, que utiliza as mesmas regras de combate de um Sua imunidade a psiônicos inclui também poderes e
campeão de reino. habilidades psiônicas defensivas.
O nível ajustado a ser usado como referência para descartar
Attack of the Sand Sharks um monstro no poço de um outro jogador é o de Sir Hagen e
03/25Y não do avatar que será trazido para o jogo.
Event
Each player must draw and discard a card, checking the last Fewmaster Toede
digit of its number.Each player must then discard any cards in 07/25Y
his hand and pool with the same last digit of the card he drew. Monster
(Harmful) 2
Dragonlance
Tradução: Cada jogador deve comprar e descartar uma carta, Once per combat (while attacking), this annoying minion of
checando o último dígito de seu número. Cada jogador deve Verminaard can call an army of goblin allies that raises
então descartar todas as cartas em sua mão ou poço com o Toede’s level to beat his opponent’s current level by one point.
mesmo último dígito da carta comprada. (Maléfico) If Toede is defeated, he goes to Limbo and returns to his pool
at the beginning of his player’s next turn.
Animated Knight Suit
04/25Y Tradução: Uma vez por combate (quando atacando), este
Magical Item chato servo de Verminaard pode convocar um exército de
+4 aliados goblins que aumenta o nível de Toede para superar o
Can be attached to any realm as a permanent ally that can de seu adversário por 1 ponto. Se Toede for derrotado, ele vai
only be discarded if the realm is razed, or it can be attached to para o Limbo e retorna ao seu poço no início do próximo turno
any non-monster champion. Once attached to a champion, it de seu jogador.
cannot be removed by any means. The attached champion
can only be discarded during combat and must always be Toede tem uma mecânica de retorno do Limbo diferente do
used first to attack or defend. (Def) normal, pois ele retorna ao poço de seu jogador no início do
seu próximo turno em vez do final daquele turno.
Tradução: Pode ser anexada a qualquer reino como um Assim como outros campeões que não são descartados ao
aliado permanente que só pode ser descartado se o reino for serem derrotados, como Seluna Darkenstar (20/PW) e Jamlin
arrasado, ou ele pode ser anexada a qualquer campeão não (36/NS), Toede possibilita combos com cartas vingadoras que
não são descartadas, como Pergaminho de Acesso a Outros

Série 25 Anos - Página 454


Mundos (191/Port Ed) e Barab’s Goblet of Dissolution (5/AR Being Outside Time and Space
CH). 11/25Y
Psionicist
Fistandantilus 18
08/25Y AD&D
Wizard Avatar. Flyer; earthwalker; swimmer. Discard an unrazed
7 realm in your formation to bring this card into play. When first
Dragonlance played, discard a realm with a coastline anywhere in play.
Undead. In phase 3, this powerful lich can take control of any Once per turn, you may discard an ally card to draw a card.
wizard in play, who is then brought into this player’s pool. Limit one avatar per pool.
Fistandantilus loses his own level and power, is attached to
the wizard, and is now considered to be a +5 Possession Tradução: Avatar. Voador, cavador, nadador. Descarte um
wizard Spell (off) that lasts until cancelled or the possessed reino nao arrasado em sua formacao para trazer esta carta ao
wizard is discarded. jogo. Quando jogada pela primeira vez, descarte um reino
costeiro em qualquer lugar no jogo. Uma vez por turno, você
Tradução: Morto-Vivo. No passo 3, este poderoso lich pode pode descartar um aliado para comprar uma carta. Limite de
assumir o controle de qualquer mago em jogo, que é então um avatar por poco.
trazido para o poço deste jogador. Fistandantilus perde seu
próprio nível e poder, é anexado ao mago e considerado Gib Leinad
então um feitiço de mago ofensivo de possessão +5 que dura 12/25Y
até ser cancelado ou até que o mago seja descartado. Regent
8
Tanto no caso de ser dispersado quanto no de o mago Birthright
possuído ser descartado, Fistandantilus é descartado. Awnshegh. Undead. This lich king can cast wizerd spells.
Immune to all cleric spells.This player can discard 3 cards from
Sturm Brightblade his hand to resurrect a champion from his discard pile to his
09/25Y pool (phase 3), or to resurrect an ally from his discard pile into
Hero any battle. Resurrected champions and allies are considered
5 undead.
Dragonlance
Sturm can be sacrificed at any time (sent to the discard pile) to Tradução: Awnshegh. Morto-Vivo. Este rei lich pode lançar
allow his player to search through his draw pile and play a feitiços de mago. Imune a todos os feitiços de clérigo. Este
counter card as immediate response to an offensive or harmful jogador pode descartar 3 cartas de sua mão para ressucitar
card targeting one of his player’ realms or champions. This um campeão de sua pilha de descarte para o seu poço (passo
player must still be able to legally play the retrieved card. 3) or ressucitar um aliado de sua pilha de descarte em
qualquer batalha.
Tradução: Sturm pode ser sacrificado a qualquer momento
(envie-o para a pilha de descarte) para permitir seu jogador a Ambas as ações exigem o descarte de 3 cartas da mão do
buscar em sua pilha de saque e jogar uma carta resposta a possuidor de Gib Leinad para serem ativadas.
uma carta ofensiva ou maléfica recém-jogada que afete um
dos reinos ou campeões de seu jogador. Este jogador deve Ezmeralda d’Avenir
ser capaz de jogar a carta buscada legalmente. 13/25Y
Thief
O poder de Sturm só pode ser usado se ele estiver em jogo, 7
assim como Korgunard the Avangion (270/4th ed). Ravenloft
Can cast wizard spells. When Ezmeralda enters combat, her
Cúpula BSW 2021: ele pode pegar na pilha de saquea apenas player can discard one card from his hand, then draw one
cartas-suporte ou eventos que cancelem um ou mais card. Undead champions and allies of level 5 or less have no
efeitos da carta ofensiva ou maléfica, pois estas podem ser powers against her.
baixadas da mão conforme descrito na regra de cartas conter
(p.33). Tradução: Pode lançar feitiços de mago. Quando Ezmeralda
entra em combate, seu jogador pode descartar uma carta de
Elder Brain sua mão e então comprar uma carta. Campeões e aliados
10/25Y mortos-vivos de nível 5 ou menos não tem quaisquer poderes
Psionicist contra ela.
11
Forgotten Realms Leisl “Little Fox”
Underdark. This Illithid is immune to events and to the power 14/25Y
of Living Wall.When this player discards an opposing player’ Thief
champion from play by means of combat, use of spells, 5
psionics, realm abilities, champion powers, or events that Ravenloft
champion is not discarded but placed under the Elder Brain, Immune to artifacts and the powers of vampires. Before
who gains its power and level until the end of this player’ next combat, she can choose one champion or up to two undead
turn. Then that champion is discarded. champions who cannot defend against her.If on the losing side
of a battle, she can choose one magical item or artifact
Tradução: Underdark, Este Illithid é imune a eventos e ao anywhere in play to be discarded.
poder de Muro Vivo. Quando este jogador descarta um
campeão de um jogador adversário de jogo através de Tradução: Imune a artefatos e poderes de vampiros. Antes do
ckmbate, uso de feitiços, psionicismo, habilidades de reino, combate, ela pode escolher um campeão ou até dois
poderes de campeão ou eventos, aquele jogador não é campeões mortos-vivos que não podem defender contra ela.
descartado, mas colocado sob o Cerebro Anciao, que ganha Se estiver no lado perdedor da batalha, ela pode escolher um
seus poder e nível ate o fim do próximo turno deste jogador. item mágico ou artefato em qualquer lugar do jogo para ser
Entao o campeão é descartado. descartado.

Série 25 Anos - Página 455


Forecast saque e jogar o primeiro item mágico ou artefato encontrado
15/25Y (anexando-o, se legal). Um aventureiro pode enviar todos as
Wizard Spell cartas anexadas para o Abismo para automaticamente arrasar
Play after an attacking champion has been put forward but uma masmorra. Se usada desta maneira, esta carta é enviada
before a defender is chosen. This player changes the attacking para o Void, e o aventureiro retorna a salvo para seu poço
champion with another champion out of the same pool. The (Ofe/4)
new attacker must be able to attack the declared realm. (Def)
Locksmithing
Tradução: Jogue depois que um campeão atacante tenha 20/25Y
sido declarado mas antes que o defensor seja escolhido. Este Thief Skill
jogador muda o campeão atacante por outro escolhido do +1
mesmo poço. O novo atacante deve ser capaz de atacar o Magical items or artifacts attached to this champion may not
reino escolhido. (Def) be removed by any means. This skill lasts until negated or this
champion is discarded. (Def/3/4/5)
Protection Glyph
16/25Y Tradução: Itens mágicos e artefatos anexados a este
Cleric Spell campeão não podem ser removidos por quaisquer razões.
Hide under a realm;only one glyph can be placed under a Esta habilidade dura até ser negada ou até que este campeão
realm. It remains in play until dispelled or the realm is razed. seja descartado.
Expose the glyph when the realm is targeted by a spell or
event. The attached realm is immune to offensive spells or Inherent Refusal
harmful events. (Def/3) 21/25Y
Blood Ability
Tradução: Esconda debaixo de um reino; apenas um glifo Can be used at any time to cancel the effects of one spell, thief
pode ser colocado debaixo de um reino. Ele permanece em skill or unarmed combat card.
jogo até ser dispersado ou até que o reino seja arrasado.
Exiba o glifo quando o reino for alvo de um feitiço ou evento. Tradução: Pode ser usada a qualquer momento para cancelar
O reino anexado é imune a feitiços ofensivos ou eventos os efeitos de um feitiço, habilidade de ladrão ou carta de
maléficos. (Def/3) combate desarmado.

Control Mind Brain Construct


17/25Y 22/25Y
Psionic Power Card Artifact
-2 0
Control any champion of base level 7 or less, treating it as a AD&D
champion from your own pool.That champion stays under your This artifact must be played directly into the pool and counts
control for a number of turns equaling the user’s base level -2. as a level 0 psionicist champion. When it is first played, its
It must then be returned to the owning player’s pool or discard player can retrieve a psionic power card from his discard pile
pile as appropriate. (Off/3/5) and attach it to Brain Construct until its power is used. If the
retrieved card is used outside phase 4, both this card and the
Tradução: Controle qualquer campeão com nível base 7 ou Brain Construct are sent to the Abyss afterwards.
menos, tratando-o como um campeão de seu próprio poço.
Aquele campeão permanece sob seu controle por um número Tradução: Este artefato deve ser jogado diretamente no poço
de turnos equivalente ao nível base do usuário -2. Ele deve e conta como um psionicista de nível 0. Quando ele é jogado
retornar ao poço de seu dono ou à sua pilha de descarte, pela primeira vez, seu jogador pode recuperar uma carta de
conforme apropriado. (Ofe/3/5) poder psiônico de sua pilha de descarte e anexá-la ao
Construto Cerebral até que seu poder seja usado. Se a carta
Run Away! recuperada for usada fora do passo 4, tanto ela quanto o
18/25Y Construto Cerebral são enviados para o Abismo
Unarmed Combat Card posteriormente.
Usable at any time by any champion. When played, cancel the
effects of any psionic power card, thief skill, blood ability, or Cúpula BSW 2021: mesmo que a carta recuperada tenha
unarmed combat card. If used outside of phase 4, both this duração continuada, tanto ela quanto Brain Construct são
card and the cancelled card are sent to the Void. (Def) enviados para o Abismo no momento em que a carta
recuperada é usada. Seus poderes especiais funcionam
Tradução: Usável a qualquer momento por qualquer tanto quanto possível.
campeão. Quando jogada, cancela os efeitos de qualquer
carta de poder psiônico, habilidade de ladrão, habilidade de The Creation of Chemosh’s Beloved
sangue ou carta de combate desarmado. Se usada fora do 23/25Y
passo 4, tanto esta carta quanto a cancelada são enviadas Rule Card
para o Void. (Def) Played at the beginning of the player's turn, this card is not
discarded. It affects all players and remains in effect until any
Adventurous Spiri! other rule card is played.
19/25Y Immune to Wish and the special powers of heroes. All players
Unarmed Combat Card must discard an ally card to play or copy an event card. If an
Usable by any adventurer.When attacking a dungeon, this ally card cannot be discarded, then the event card cannot be
player can look into his draw pile and play the first magical played or copied.
item or artifact found there (attaching it if legal). An adventurer
can send all his attachments to the Abyss to automatically raze Tradução: Jogada no início de seu turno, esta carta não é
the dungeon. If used in the latter way, this cards is sent to the descartada. Ela afeta todos os jogadores e funciona até outra
Void and the adventurer returns safely to its pool. (Off/4) carta regra ser jogada.
Imune ao feitiço Desejo e o poder especial de heróis. Todos
Tradução: Usável por qualquer aventureiro. Quando atacando os jogadores devem descartar um aliado para jogarou copiar
uma masmorra, este jogador pode procurar em sua pilha de

Série 25 Anos - Página 456


um evento. Se um aliado não puder ser descartado, então o
evento não poderá ser jogado ou copiado. Onad’s Rolling Caravan
03/25Y
The Five Planewalkers Chase
24/25Y Realm
Rule Card AD&D
Played at the beginning of the player's turn, this card is not Once per game, Onad’s Rolling Caravan can immediately
discarded. It affects all players and remains in effect until any switch the order of activation of any two cards in play. Cards
other rule card is played. switched in this manner still activate their abilities. Once this
For the next five champions who are played in battle or added power is used Onad’s Rolling Caravan is immediately razed.
to a pool, their players can choose to which world their
champion belong. After five champions are assigned to a Tradução: Uma vez por partida, a Caravan Móvel de Onad
world, this card is discarded to the Abyss. The champion’s pode imediatamente trocar a ordem de ativação de quaisquer
worlds remain as chosen. duas cartas em jogo. As cartas trocadas desta maneira ainda
ativam suas habilidades. Assim que este poder é usado, a
Tradução: Jogada no início de seu turno, esta carta não é Caravana Móvel de Onad é imediatamente arrasado.
descartada. Ela afeta todos os jogadores e funciona até outra
carta regra ser jogada.
Para os próximos cinco campeões trazidos ao jogo em batalha Level Up!
ou jogados em um poço, seus jogadores podem escolher a 4/25Y
qual mundo eles pertencem. Depois que cinco campeões Chase
tenham seus mundos designados, esta carta é enviada ao Rule Card
Abismo.Os mundos de cada campeão permanecem. Played at the beginning of the player's turn, this card is not
discarded. It affects all players and remains in effect until any
Goblin Infestation other rule card is played.
25/25Y Champions may only be placed into pools whose base level is
Dungeon at or less than the turn number. Champions returning to the
This player’s realms are infested with goblins! Thay can all be pool from battle are discarded if their base level exceeds the
defended by a realm champion (goblin) whose level is equal to turn number. The turn count begins at 1 when this card is
the number of unrazed AD&D realms in this player’s formation. played and increases by one each time this player reaches
The goblin is added as a permanent ally to a realm that can phase 0.
defend itself.
Tradução: Jogada no início de seu turno, esta carta não é
Tradução: Os reinos deste jogador estão infestados de descartada. Ela afeta todos os jogadores e funciona até outra
goblins! Eles podem todos defender-se com um campeão de carta regra ser jogada.
reino (goblin), cujo nível é igual ao número de reinos AD&D Campeões só podem ser colocados em um poço se seu nível
não arrasados na formação deste jogador. O goblin é base seja igual ou inferior ao número do turno. Campeões
adicionado como aliado permanente a um reino que possa retornando de uma batalha são descartados se seu nível base
defender-se. exceder o número do turno. A contagem do turno começa em
1 quando esta carta é jogada e aumenta em 1 a cada vez que
The Dwarven King este jogador chega a seu passo 0.
1/25Y
Chase The Maw of Htimsen
Hero 5/25Y
11 Chase
AD&D Artifact
Dwarf. Immune to offensive spells and all events. This player’s +6
dwarves are immune to offensive spells and are doubled in Ravenloft
base level. When first played, the attached champion chooses an
immunity from one of the six icon ability (offensive). At the
Tradução: Anão. Imune a feitiços ofensivos e todos os beginning of the second turn, he must declare a an additional
eventos. Os anões deste jogador são imunes a feitiços e têm immunity from either offensive magical items or artifacts. At the
seu nível base dobrado. third turn, he must declare from harmful event or rule cards. At
the fourth turn, he must declare from the power of champions,
The Boneyard of Sorrows allies, realms, or holdings. Chosen immunities are cumulative.
2/25Y
Chase Tradução: Quando jogado pela priveira vez, o campeão
Realm anexado escolhe uma imunidade a uma das seis habilidades
+? de ícone (ofensivas). No início do segundo turno, ele deve
AD&D declarar uma imunidade adicional a itens mágicos ofensivos
Underdark. This realm champion’s level is equal to the number ou artefatos. No terceiro turno, ele deve declarar imunidade a
of years this player has known all other players in the game eventos maléficos ou cartas regras. No quarto turno, ele deve
(6+ months rounded up). declarar imunidade a poderes de campeões, aliados, reinos
ou fortalezas. As imunidades escolhidas são cumulativas.
Tradução: Underdark. O nível do campeão deste reino é igual
ao número de ano que este jogador conhece todos os demais
jogadores na partida 6+ meses são arredondados para cima).

Série 25 Anos - Página 457


Bluelines that apply to cards up to a certain edition
Card# Card Name Bluelines Reason
1/3rd Waterdeep Coast SFRG1
2/2nd Menzoberranzan Underdark SFRG2
3/2nd Zhentil Keep Coast SFRG1
5/3rd Cormyr Coast SFRG1
6/3rd Sembia Coast SFRG1
7/3rd Moonshae Isles Coast SFRG1
9/3rd Calimshan Coasr SFRG1
10/3rd Pirate Isles Coast SFRG1
11/3rd Ravens Bluff Coast SFRG1
14/3rd Vaasa Coast SFRG1
15/3rd Jungles of Chult Coast SFRG1
17/3rd Sword Coast Coast SFRG1
19/3rd Impiltur Coast SFRG1
20/3rd Icewind Dale Coast SFRG1
21/3rd The High Moor Coast SFRG1
22/3rd Rashemen Coast SFRG1
24/3rd Narfell Coast SFRG1
28/2nd Haunted Hall of Eveningstar Coast SFRG1
45/2nd Drizzt Do’Urden Elf (drow) SFRG1/SFRG2
47/2nd Torg Mac Cei the Ironlord Dwarf SFRG2
49/2nd Bruenor Battlehammer Dwarf SFRG1
54/3rd War Party Orc SFRG2
55/2nd Crime Lord (Harmful) SFRG1
57/2nd The Jotunslayers Dwarf SFRG1
65/2nd Pteranodon Flyer Picture
72/2nd Dracolich Dragon They're a dragon!
73/2nd Vasos Flameslayer Dwarf SFRG1
76/2nd Worden Ironfist Dwarf SFRG1
82/2nd Dagrande Dwarf SFRG1
Mind Flayers are an Underdark race in all the
83/2nd Mind Flayer Underdark
worlds (MM)
90/2nd Airship (Harmful) SFRG1
91/2nd Bad Omens (Harmful) SFRG1
92/2nd Fortunate Omens (Helpful) SFRG1
94/2nd Dwarven Hammer Weapon SFRG2
95/2nd Staff of Striking Weapon SFRG2
97/1st Flameblade Sword SFRG2
99/2nd Cataclysm! (Harmful) SFRG1
100/2nd Good Fortune (Helpful) SFRG1
101/2nd Surprise Raid (Helpful) SFRG1
107/2nd Safe Harbor (Helpful) SFRG1
108/2nd Labor of Legend (Helpful) SFRG1
111/3rd The Free City of Greyhawk Coast SFRG1
112/3rd The Lands of Iuz Coast SFRG1
113/3rd The Pomraj Coast SFRG1
114/3rd Hold of the Sea Princes Coast SFRG1
116/3rd Blackmoor Coast SFRG1
117/3rd The Horned Society Coast SFRG1
118/3rd The Wolf Nomads Coast SFRG1
122/3rd Foryondy Coast SFRG1
126/3rd Perrenland Coast SFRG1
129/3rd The Bright Desert Coast SFRG1
131/3rd The Bone March Coast SFRG1
133/3rd The Sea Barons Coast SFRG1
135/3rd The Scarlet Brotherhood Coast SFRG1
136/2nd Irongate Coast SFRG1
137/3rd Principality of Ulek Coast SFRG1
150/2nd Siege! (Harmful) SFRG1
163/2nd Tysiln San Elf (drow) SFRG1/SFRG2
168/1st Mutiny! (Harmful) SFRG1
171/2nd Kiara Halfling SFRG1
175/2nd Mist Wolf (Harmful) SFRG1
180/2nd Berserk Fury! (Helpful) SFRG1
186/2nd Fairy Madness (Harmful) SFRG1
194/2nd Winged Horror Undead/Dragon SFRG2/4th edition version
201/2nd Transformation (Harmful) SFRG1
202/2nd Enslaved! (Harmful) SFRG1
203/2nd Siege (Harmful) SFRG1
204/2nd Bribery! (Harmful) SFRG1
205/2nd Charge! (Helpful) SFRG1
206/2nd Magic Sword Sword SFRG1
210/2nd Fast Talking (Harmful) SFRG1

Bluelines - Página 458


213/2nd Barbarian Raiders! (Harmful) SFRG1
214/2nd Treasure Fleet (Helpful) SFRG1
252/2nd Assassins Halfling Picture
254/3rd War Band Orc SFRG2
256/3rd Nomad Mercenaries Dwarf Picture/SFRG1 Background
259/2nd Neeva Flyer SFRG2
261/3rd Agis (Off) Psionically destroy is offensive
262/2nd Anavias (Off) Negation powers are offensive
263/2nd Vaerhirmana Half-Elf SFRG1
267/1st Chividal (Off) Psionically destroy is offensive
267/2nd Chividal Halfling SFRG1
269/2nd Rowan Elf SFRG1
274/2nd Galek Half-Elf Picture/SFRG1 Background
275/2nd Wind Dancers (Harmful) SFRG1
276/2nd Water Hunters (Harmful) SFRG1
277/2nd Silver Hands (Helpful) SFRG1
278/2nd Sky Singers (Harmful) SFRG1
279/3rd Silt Stalkers Elf Picture/Athas elven tribe/SFRG1 background
280/2nd Night Runners Elf SFRG1
288/2nd Spirit of the Land (Helpful) SFRG1
297/2nd Foucault Elf Picture/SFRG1 Background
300/3rd Dlasva (Off) Psionically destroy is offensive
312/2nd Treasure (Harmful) SFRG1
319/2nd The Caravan (Helpful) SFRG1
320/2nd The Necklace (Def) SFRG1
346/2nd Dispel Magic (1; see footnote) Dispel/Spell Turning Rules
358/2nd Dispel Magic (1; see footnote) Dispel/Spell Turning Rules
370/2nd Invisibility to Undead (Def) SFRG1
377/2nd Wind of Disenchantment (Harmful) SFRG1
380/2nd Ice Storm (Harmful) SFRG1
382/2nd Solid Fog (Harmful) SFRG1
387/2nd Faithful Hound (Harmful) SFRG1
398/2nd Spell Turning (2; see footnote) Dispel/Spell Turning Rules
399/2nd Ancient Curse (Harmful) SFRG1
400/2nd Calm (Helpful) SFRG1
401/1st Discovery of Spellfire (Harmful) SFRG1
403/1st Traitor (Harmful) SFRG1
413/2nd Map of Life (Harmful) SFRG1
414/1st Supernatural Chill (Harmful) SFRG1
416/2nd Pit Trap! (Harmful) SFRG1
Mind Flayers are an Underdark race in all the
417/2nd Mind Flayer Lord Underdark
worlds (MM)
422/1st Gatekeeper Undead SFRG2
8/1st Ch Dragon Rage! (Harmful) SFRG1
11/1st Ch Gib Evets Dragon/Flyer SFRG1
17/1st Ch Stryck Dragon/Flyer SFRG1
19/1st Ch Red Zeb Dragon/Flyer SFRG1
20/1st Ch The Avatar Harmful SFRG1

BLUELINES FOR 3RD EDITION CARDS


Card# Card Name Bluelines Reason
3/3rd Ruins of Zhentil Keep Coast SFRG2
136/3rd Iron Hills Coast SFRG2
176/3rd Tyrinon Flyer SFRG2
177/3rd Quagmiela the Dragon Flyer SFRG1
180/3rd Berserker Wrath! (Helpful) SFRG2
212/3rd Shapechange (Def/3/4) SFRG2
263/3rd Vaerhirmana Elf SFRG2
298/3rd Stef´fa Naf’ski (Off) SFRG2
304/3rd The Lion of Urik Dragon SFRG2
304/3rd The Lion of Urik Flyer Cúpula BSW 2021
341/3rd Sleep (Off/4) SFRG2

BLUELINES FOR RAVENLOFT CARDS


Card# Card Name Bluelines Reason
3/RL Lamordia Coast SFRG1
4/RL Mordent Coast SFRG1
11/RL Dementlieu Coast SFRG1
14/RL Souragne Coast SFRG1
21/RL Mists (Helpful) SFRG1
22/RL Dark Powers (Harmful) SFRG1
23/RL Grand Conjunction (Helpful) SFRG1
24/RL Harvest Moon (Helpful) SFRG1
25/RL All Hallow’s Eve (Helpful) SFRG1

Bluelines - Página 459


26/RL Quirk of Fate (Harmful) SFRG1
27/RL Disrupted Magic (Harmful) SFRG1
28/RL Power of the Land (Helpful) SFRG1
56/RL Tarokka Deck (Off) SFRG2
83/RL Adam Undead SFRG1
88/RL Headless Horseman Undead SFRG1
96/RL High Master Illithid Underdark Mind Flayers are an Underdark race
99/RL Lord Soth Undead SFRG1
100/RL Strahd Von Zarovich Vampire SFRG1

BLUELINES FOR DRAGONLANCE CARDS


Card# Card Name Bluelines Reason
1/DL Mithas Coast SFRG1
2/DL Nordmaar Coast SFRG1
3/DL Silvanesti Coast SFRG1
4/DL Goodland Coast SFRG1
5/DL Khur Coast SFRG1
7/DL Sancrist Coast SFRG1
8/DL Cristyne Coast SFRG1
9/DL Northern Ergoth Coast SFRG1
10/DL Southern Ergoth Coast SFRG1
12/DL Spine of Taladas Coast SFRG1
13/DL Isle of Selasia Coast SFRG1
33/DL Takhisis, Queen of Darkness Dragon SFRG2
36/DL Tanis Half Elven Half-Elf SFRG1
39/DL Tasslehoff Burrfoot Halfling Kender are considered halflings.
56/DL Blamblower Weapon SFRG2
57/DL Irongnome Weapon SFRG2
65/DL Dagger of Night Weapon SFRG2
70/DL Strength (Def/4) SFRG1
87/DL Return (Def/4) SFRG1 text
83/DL Reflection (3; see footnote) Dispel/Spell Turning Rules
90/DL Double Trouble (4; see footnote) SFRG2
91/DL Mishakal Intervenes (Helpful) SFRG1
92/DL Habbakuk Interferes (Helpful) SFRG1
93/DL Kiri-Jolith Arrives (Harmful) SFRG1
Reork, the Forge, Walks the
94/DL (Helpful) SFRG1
Land
95/DL Morgian, God of Disease Strikes (Helpful) SFRG1
Zeboim, the Sea Queen, is
96/DL (Helpful) SFRG1
Enraged
98/DL Moon Solinari Waxes (Helpful) SFRG1
99/DL Moon Lunitari Waxes (Helpful) SFRG1
100/DL Moon Nuitari Waxes (Helpful) SFRG1
1/DL Ch Call to Arms (Helpful) SFRG1
2/DL Ch Axe of Brotherhood Weapon SFRG2
3/DL Ch Sword of Friendship Sword SFRG1
8/DL Ch Crossed Blades (Harmful) SFRG1
9/Dl Ch Spirit of the Que-Shu (Helpful) SFRG1
14/DL Ch Takhisis’s Mirror of Life Trapping (Harmful) SFRG1
18/DL Ch Takhisis’s Helmet of Power (Def) SFRG1

BLUELINES FOR FORGOTTEN REALMS CARDS


Card# Card Name Bluelines Reason
1/FR Tarrasque (Harmful) SFRG1
2/FR Clack Bess (Harmful) SFRG1
3/FR Caer Allison (Helpful) SFRG1
4/FR Curse of the Azure Bonds (Harmful) SFRG1
5/FR Cyrinishad (Harmful) SFRG1
6/FR Darkwalker War (Helpful) SFRG1
7/FR Dead Magic Zone (Harmful) SFRG1
8/FR Horde (Harmful) SFRG1
9/FR Lady Luck (Harmful) SFRG1
10/FR Wild Magic Surge (Harmful) SFRG1
11/FR The Coral Kingdom Coast Picture
12/FR Halruaa Coast SFRG1
13/FR Kozakura Coast SFRG1
14/FR Luiren Coast SFRG1
15/FR Maztica Coast SFRG1
16/FR Mulhorand Coast SFRG1
18/FR Shou Lung Coast SFRG1
43/FR Limited Wish (Def) As per the Limited Wish (4th/382) version
47/FR Deck of Many Things (Def) SFRG1
48/FR Dragonslayer Sword (Off) SFRG1

Bluelines - Página 460


49/FR Flametongue Sword (Off) SFRG1
50/FR Frostbrand Sword (Off) SFRG1
51/FR Gauntlets of Swimming (Def) Correction
52/FR Helm of Water Breathing (Def) Correction
53/FR Horn of Blasting (Off) SFRG1
54/FR Ring of Jumping (Def) Correction
055/FR Slippers of Spider Climbing (Def) Correction
56/FR Vorpal Blade Sword (Off) SFRG1
57/FR Wand of Wonder (Off) SFRG1
74/FR Pseudodragon Flyer Picture
2/FR Ch Cold Cup of Calamity (Harmful) SFRG1
3/FR Ch Vessel of Vaporous Stones (Helpful) SFRG1
6/FR Ch Vessel of Misty Passage (Helpful) SFRG1
9/FR Ch Hero’s Chalice (Def) SFRG1 text
10/FR Ch The Day that Will Live in Infamy (Harmful) SFRG1
11/FR Ch Unusually Good Fortune (Harmful) SFRG1
12/FR Ch The Apple of his Eye (Harmful) SFRG1
16/FR Ch Dagger of Deception Weapon SFRG1
20/FR Ch Phase Door (5; see footnote) Dispel/Spell Turning Rules/SFRG1 text
21/FR Ch Wine of Eternity (Harmful) SFRG1
22/FR Ch Spellblades Sword (Def) Picture/Card Name/Defensive power vs. spells

BLUELINES FOR ARTIFACTS CARDS


Card# Card Name Bluelines Reason
18/AR Hammer of Thunderbolts Weapom SFRG2
51/AR Draon Slayer (Harmful) SFRG2
53/AR Temporal Stasis (Harmful) SFRG2
54/AR Deflection (Helpful) SFRG2
55/AR Help! (Harmful) SFRG2
73/AR Zielesch, Ancient Green Dragon Flyer Picture/Cupula BSW 2021
84/AR Princess Amber Elf SFRG2
86/AR Council Aerie Coast SFRG2
88/AR Bluet Spur Coast SFRG2
91/AR New Giustenal Coast SFRG2
98/AR Year of Plenty (Harmful) SFRG2
19/AR Ch Smoke Powder Pistol Weapon SFRG2

BLUELINES FOR POWERS CARDS


Card# Card Name Bluelines Reason
1/PO Adjatha, the Spell Drinker Sword SFRG2
2/PO Abhorrence of Shapechangers Sword SFRG2
3/PO Sword of the Avoreen Sword SFRG2
4/PO Sword of Blackflame Sword SFRG2
5/PO Sword of the High King Sword SFRG2
6/PO Dragonsbane Sword SFRG2
7/PO Post-Hypnotic Suggestion (Off) SFRG2
8/PO Sword of the Black Rose Sword SFRG2
9/PO Davron Parscall (Off) SFRG2
10/PO Yorgia Sandow (Def) SFRG2
11/PO Roghal Baen (Off) SFRG2
12/PO Kelsur Brighteye (Off) SFRG2
13/PO Rand the Bowyer (Def) SFRG2
14/PO Seveia Shadowmaster (Def) SFRG2
15/PO Rafe Racker (Off) SFRG2
16/PO Jacenelle Traen (Def) SFRG2
17/PO Bilago Lumen (Off) SFRG2
18/PO Dawn d'Ereath (Def) SFRG2
20/PO Seluna Dakenstar (Def) SFRG2
21/PO Kerm of Tyr (Off) SFRG2
22/PO Havrum Riddle (Def) SFRG2
23/PO Lyr of the Mists (Off) SFRG2
24/PO Colum Calder (Def) SFRG2
25/PO Kelaser Redbelt (Off) SFRG2
26/PO Breskhll Logon (Def) SFRG2
27/PO Masara d'Will (Def) SFRG2
28/PO Raydan Valers (Off) SFRG2
29/PO Psychic Storm (Harmful) SFRG2
30/PO Sandstorm (Harmful) SFRG2
31/PO Necromantic Wave (Helpful) SFRG2
32/PO Night of the Blue Moon (Helpful) SFRG2
33/PO Zephyrwind (Harmful) SFRG2
35/PO Nullification (Harmful) SFRG2
36/PO Tuigan Invasion (Harmful) SFRG2
37/PO Dark Negation (Harmful) SFRG2

Bluelines - Página 461


38/PO Caravan Raiders (Harmful) SFRG2
41/PO Bonemaster, Avatar of Nerull Undead SFRG2
44/PO Tempest, Avatar of Zeboim Swimmer SFRG2
77/PO Mind Thrust (Off) SFRG2
The Sea Queen, Avatar of
78/PO Swimmer SFRG2
Zeboim
93/PO Psionic Blast (Off) SFRG2
Royal Conscription and Tax
5/PO Ch (Harmful) SFRG2
Levy

BLUELINES FOR UNDERDARK CARDS


Card# Card Name Bluelines Reason
27/UD Mika's Undead Ward (Helpful) SFRG2
66/UD Moradin's Avatar Dwarf Picture
68/UD The Red Death Undead Picture
73/UD Baelnorn Elf Picture/
78/UD Magebane Flyer Picture/
83/UD Earth Weird Earthwalker SFRG2
93/UD Ellorelloran Elf(drow) SFRG2
98/UD Aquilla Elf SFRG2
18/UD Ch Lurker in the Deep Swimmer Photo/SFRG2 text
23/UD Ch Drow Assassin Elf(drow) SFRG2

BLUELINES FOR RUNES & RUINS CARDS


Card# Card Name Bluelines Reason
5/RR Doc's Island Coast SFRG2
6/RR The City of Phlan Coast SFRG2
12/RR Isle of Dread Coast SFRG2
15/RR The Lendore Isles Coast SFRG2
34/RR Vecna, the Arch Lich Undead Picture
Limited Wish (4th/382) does the same and is
48/RR Intercession (Def)
(Def)
24/RR Ch The Phylacetry (Def) SFRG2

BLUELINES FOR BIRTHRIGHT CARDS


Card# Card Name Bluelines Reason
2/BR Ilien Coast SFRG2
5/BR Avanil Coast SFRG2
The Impregnable Heart of
10/BR Coast There is water and a ship in the picture
Haelyn
74/BR Orogs Orc Picture

BLUELINES FOR DRACONOMICON CARDS


Card# Card Name Bluelines Reason
4/DR Dragonspine Mountains Coast Picture
5/DR Griff Mountains Coast Picture
6/DR Vesve Forest Coast Picture
7/DR Mount Nevermind Coast Picture
8/DR Palanthas Coast Picture
33/DR Fi Lendicol Flyer Picture/Cúpula BSW 2021
34/DR Rauglothgor Flyer Picture
35/DR Sparkle, Crystal Dragon Flyer Cúpula BSW 2021
36/DR Shadow Dragon Flyer Cúpula BSW 2021
43/DR The Celestial Emperor Flyer Cúpula BSW 2021
44/DR Tiamat, God of Evil Dragons Dragon Picture
45/DR Bahamut, God of Good Dragons Dragon Picture
53/DR Summon Dragon (Off/4) Picture
11/DR Ch Wyvern Flyer Picture

Bluelines for Night Stalkers cards


Card# Card Name Bluelines Reason
3/NS Mintarn Coast Picture
4/NS Nelanther Coast Picture
85/NS Alarm Can be cast at any time to Spellfire Development Team
cancel a just played thief
skill. (def) May also be
used in battle to prevent
an opposing champion
from using thief skills.
(Off/4)
89/NS Blessed Abundance (Def/3/4) Spellfire Development Team

Bluelines - Página 462


Bluelines for Mitos e Lendas cards
Card# Card Name Bluelines Reason
108/ML Rei Dragão Dragon Cúpula BSW 2021

(1) Card should read: "Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)"
(2) Card should read: "Can be cast at any time to turn a just-cast spell back at its caster as if the original target had cast it. (Def)"
(3) Add to card: "... or can be cast at any time to turn a just-cast spell back at its caster as if the original target had cast it. (Def)"
(4) Card should read: "Select a spell or magical item and double its icon level for one round of combat. (Off/3)"
(5) Card should read: "Can be cast at anytime to negate any wall spell. (Def)"

If you see anything wrong or would like to suggest other blueline corrections, please e-mail your comments to ligabsw@gmail.com

Bluelines - Página 463


PREMIAÇÃO AOS CORAJOSOS
COMBO MAIS INOVADOR

VII Campeonato Brasileiro de Spellfire (2011)


Apple of his Eye (12/FR chase), Phantasmal Wolf (142/4th ed), Crossed Blades (8/DL chase), etc, a carta-regra The Event Wheel
(497/4th ed) e campeões imunes a evento.

O objetivo do combo era manter eventos que afetam campeões, cuja duração era limitada a um número de turnos, o mais tempo
possível na partida através do poder da carta-regra mencionada.

Criador: Luiz Cláudio “Lucal” Melo (ES)

VIII Campeonato Brasileiro de Spellfire (2012)


Kelaser Redbelt (25/PW) e Not So Fast (20/CHBR).

O objetivo do combo era cancelar a compra de cartas provocada pelo campeão Kelaser Redbelt, deixando o adversário sem cartas na
mão.

Criador: Maycon Schubert (RS)

IX Campeonato Brasileiro de Spellfire (2013)


Ward of Freedom (411/4th ed), Jerome Kazinskaia (8/IQBR), Gib Kcir (16/RR chase) e Divine Intervention (81/DL).

O objetivo do combo era utilizar o poder do campeão Gib Kcir diversas vezes em uma partida, retornando-o do Abismo para o descarte
com o feitiço Ward of Freedom e colocando-o em jogo novamente com a magia Divine Intervention.

Criador: Lúcio Branger (SC)

XI Campeonato Brasileiro de Spellfire (2015)


Thrice Heaty Cup of Balder the Red (1/FR chase), Tithian (305/3rd ed) e Jerome Kasinskaia (8/IQBR)

Esta é uma versão melhorada do combo TIthian e Thrice Hearty Cup, permitindo que o jogador potencialmente possa arrasar um reino
por turno, ja que, ao vencer o combate automaticamente graças ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado. Jerome
então retorna o feitiço no passo 5 para que o combo persista indefinidamente.

Criador: João Paulo Bastos (RJ)

Premiação aos Corajosos - Página 464

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