Making Sense Out of the Chaos

          Released during the summer of 2003, Chaos is the third official booster for the Spellfire Card Game.  Created by the Triumverate (Mike "The Ogre" Heubbe, Steve Naus, and Hayden William Courtland) from the submissions of many fans, it sought to address the changes in the game, fix broken cards, and enhance play.  It also had a nifty potions theme that caused many arguements on the Spellfire mailing list.  Numbering only 72 card with no chase, it is also the smallest booster set ever made official.  The entire booster may be viewed and downloaded from spellfire.net, the official Spellfire website. 

Quick Jumps:
Allies (4): Piranas [CH-21], Henchman [CH-22], Servants of Faith [CH-23], Chain Master [CH-24]
Artifacts (2): Metal Detector [CH-47], Blackjammer's Cutlass [CH-48]
Blood Abilities (1): Curse of the Wolves Blood [CH-29]
Champions (20): Aonia Sunblaze [CH-1], Dark Cleric [CH-2], Beastmaster [CH-3], Murtha the Gypsy [CH-4], Gib Cram [CH-5], Gib Thiaf [CH-6], Pirate [CH-7], Foot Long, Avatar of the Mimic [CH-8], The Brewmaster [CH-9], Tyr, Avatar of Justice [CH-10], Cai, Amateur Dragonslayer [CH-11], The Chronomancer [CH-12], Marius [CH-13], Shadow Drake [CH-14], Hextor [CH-15], Tummbutt, the Faerie Dragon [CH-16], Doppleganger [CH-17], The Warmonger [CH-18], Avatar of Osprem [CH-19], Lurker Above [CH-20]
Cleric Spells (2): Divination [CH-25], Chant [CH-26]
Dungeons (5): King of Nothing [CH-62], Cloud Giant's Castle [CH-63], Playing Fair [CH-64], Raistlin's Library [CH-65], The Pack [CH-66]
Events (7): Nuclear Free Zone [CH-49], Shapeshifters Invade! [CH-50], Planar Refugee [CH-51], Spanish Inquisition [CH-52], Blackjack [CH-53], False Sense of Security [CH-54], Burned at the Stake [CH-55]
Holdings (3): Mountain Lookout Tower [CH-70], Darkmoon [CH-71], Not So Fast [CH-72]
Magic Items (17): Oil of Impact [CH-30], Oil of Fumbling [CH-31], Oil of Disenchantment [CH-32], Potion of Alter Self [CH-33], Nectar [CH-34], Ambrosia [CH-35], Potion of ESP [CH-36], Potion of Heroism [CH-37], Potion of Invulnerability [CH-38], Potion of Undead Control [CH-39], Potion of Super-Heroism [CH-40], Potion of Glibness [CH-41], Potion of Healing [CH-42], Loaf of Smiting [CH-43], Badge of Honor [CH-44], Fork of Defense [CH-45], Bag of Devouring [CH-46]
Psionic Power Cards (1): I Know What You Are Hiding!!! [CH-28]
Realms (3): Amish Nick's Farm [CH-67], Picqui Moi [CH-68], The Desolation [CH-69]
Rule Cards (6): High Tide [CH-56], Welcome to the Dojo [CH-57], Keep it on the Battlefield [CH-58], Logistics [CH-59], Rain of Colorless Fire [CH-60], Speed Kills [CH-61]
Unarmed Combat Card (1): Watahh! [CH-27]

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Aonia Sunblaze
AD&D Cleric Level 9
"Can use hero unarmed combat cards.  Immune to unarmed combat cards useable only by undead, and the "Negative Planar Energies" rule card.  May not use undead allies and is discarded if in the pool with an undead champion."
#1 of 72

       Aonia is one of the best champions against undead decks.  She can use cleric spells and hero unarmed combat cards (though few good combos come to mind with her).  She is immune to undead unarmed combat cards, which is useful considering cards like Level Drain [NS-97] or Cause Fear [NS-93].  She is also immune to Negative Planar Energy [NS-73], but she was already immune because she is a cleric.  This power could be made useful when combined with a Chest of Many Things [2nd-420], but otherwise is pointless.  However, Aonia's restriction against being in a pool with an undead champion drastically makes her less useful.  The same can be said for the inability to use undead allies like the Dreaded Ghost [4th-246] or the Ancient Dracolich [NS-81].  In short, she is only udeful when you know you are facing an undead deck, since her 9 levels are too much just for the support cards she can use.  Additionally, an undead deck can get rid of her by casting Corruption of the Flesh [NS-83] on any champion in her pool (including herself)

Dark Cleric
Ravenloft Cleric Level 5
"Can use undead unarmed combat cards.  Every turn that this champion doesn't attack, his player may return one undead/werebeast champion from his discard pile to his draw pile, which is then reshuffled.  Gains 5 levels if played from 6PM to 6AM."
#2 of 72

       Dark Cleric is a good card for any undead or werebeast themed deck.  The Dark Cleric's ability to use undead unarmed combat cards means he should be able to use any support cards usually found in a deck, so he won't be defenceless in the pool from attacks like Blood Challenge! [BR-c20] or Arena of Dori the Barbarian [IQ-3].  Each turn the Dark Cleric doesn't attack (which he should almost never do), you can shuffle an undead or werebeast champion from the discard pile to your draw pile.  This card play doesn't help card advantage much, and is far weaker than Undead Regeneration [RR-c7], but can be useful to keep the pressure of attacks up.  Realize this also means that you are less likely to draw a realm each turn this is done, since there are more non-realm cards in the deck, but this is relatively minor for decks with 12 or more realms.  The 5 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 played, not at the moment of use (playing the champion down at 5:56 PM means he stays level 5 after 6 o'clock rolls around.  Dark Cleric is a good support card for undead or werebeast themes, but not overly powerful.

Beastmaster
AD&D Psionicist Level 6
"When in combat, the Beastmaster may summon any ally chosen at random from an opponent's hand.  This ally cannot be forced to switch side or discarded."
#3 of 72

       This champion is a good one, though a bit of a gambler.  When in combat, the Beastmaster's player chooses one opponent (not nessessarily the one he is attacking, but often that player is a good choice).  The opponent hold up all of his or her allies in hand, and the Beastmaster draws it and plays into battle immediately.  Even if that ally could not normally be used by the Beastmaster (like Cult of the Dragon [DR-80]), the Beastmaster can use it.  This ally is safe for the battle, being unable to switch sides or be discarded.  This power may only be used once per round of battle.  Good cards to use with the Beastmaster include Rings of All Seeing [4th-171] (to see who has good allies) and Intensify [PO-89] (to double the level of the stolen ally).  After battle, the ally goes to its owner's discard pile, regardless of special powers.  This champion could be useful in tournaments, when many instant win allies are used.  However, since you may play against decks without any allies ready, it is a gamble many tournament players may want to avoid.

Murtha the Gypsy
Dragonlance Psionicist Level 6
"Immune to all thief skills. While in pool, negates the effects of Necba the Wrathmaker, Poor Oriental Lord, and Wealthy Oriental Vassal for all players."
#4 of 72

       This champion was one that was changed after the release of Chaos, because her power negated the powers of the listed champions for just this player, not all, and thus this player could lock the game, but safely play his cards.  Murtha is one of a few champions immune to thief skills (most obviously, Con Game [DU-82]), and thus is valuable for just that immunity.  However, when  she is in the pool (where she should stay, since she's nearly powerless in combat), three nasty champions are completely neutered: Necba the Wrathmaker [DU-c14], the Poor Oriental Lord [DU-c20], and the Wealthy Oriental Vassal [MI-81].  All players may play cards regardless of edition, and don't have to attack or lose a champion while Murtha is in play.  Any deck built around these champions (and there are many in tournament level games) will try to kill this champion quickly, so good protection cards like the Orb of Power [4th-170] or the Winner's Cape [4th-520] are essential if you want to be safe from these cards.  Murtha's power is very similar to that of  Playing Fair [CH-64], except it also stops Necba.  This cards do not work for you well when you try to use these cards either, so don't build a deck using Murtha and one of the cards she stops.  This card will be in many tournament decks, and needs to be planned for for any deck that plans to use Necba, POL, or WOV.

Gib Cram
Birthright Regent Level 7
"This player's champions and attached cards are immune to the special powers/abilities of realms and realm champions."
#5 of 72

       Gib Cram gives all of his player's champions a very nice power.  Immunity to special powers of realm champions doesn't mean a lot, since most don't have special powers, but the immunity to realm powers is huge.  With Gib Cram in your pool (or even in battle), your champions and attachments may attack realm regardless of restrictions placed by the realms (so a monster could attack the Ruins of Zhentil Keep [3rd-3], or allies can attack Daggerdale [1st-26]).  This does not get around holding powers (like Black Waters [1st-246]), or powers of dungeons (like the Song of the Dragonlance [DU-22]).  It also doesn't negate "defensive" realm powers.  For instance, with Gib Cram in your pool, a wizard or dragon could attack Palanthas [DR-8], but defending dragons and wizards are still immune to offensive spells and harmful events.  Gib Cram would make a good addition to any attacking deck.  The only cards with similar powers are Crown of Souls [RV-67] and Jarl the Frost Giant [RR-40].

Gib Thiaf
AD&D Hero Level 10
"May use any support card.  May use Dragonlance artifacts.  When in combat, her attachments activate first, regardless if attacking or defending."
#6 of 72

       This high level hero has many things going for her.  First off, she may use any support card.  This does not overcome restrictions on the support card however.  This means she can cast almost any wizard spell, but not Dragon's Calm [DR-47], since it specifies only dragons may use it.  This is still very good for a deck using lots of different types of support cards.  She can attach either AD&D or Dragonlance artifacts (I believe the main purpose of this was so she could use the Medalion of Faith [DL-c25]).  However, the strongest part of her power is that her attachments activate first in battle, regardless of whether she is attacking or defending.  This makes her a great champion to put "instant victory" type cards on her, like the Vorpal Blade [FR-56] or a held Use Poison [NS-63] (it would not allow these cards to be played from the hand immediately).  This early activation makes her versatility with support cards and artifacts much more useful.  Gib Thiaf will see play in many different settings, including tournaments, because of this wonderful adaptability.
       Gib Thiaf was created to honor Brenda "Faith" Reeves, who was one of the top female players the game has had, who was fanatical about the game.  She has since given up the game.

Pirate
AD&D Hero Level 5
Swimmer.  Can use thief skills.  During phase 3 the pirate may send all magic items and artifacts attached to any one champion in play to Limbo.  The attachments are returned to the champion the next time he enters battle.
#7 of 72

       Pirate is a great card for fighting "sit and destroy from far away" decks.  During phase 3, pick a champion in play.  All his magic items and artifacts go to Limbo.  This is a great way to get rid of annoying magic items that never see battle, like the Bell of Might [FR-c18], Dragonfont [AR-c20], or the Bag of Holding [AR-29].  This also is a good way to weaken a pool champion to destroy him (for instance, sending the Winner's Cape [4th-520] to Limbo, then Wish [FR-46] the champion away).  If the champion is discarded from the pool, the attachments stay in Limbo, because the champion hasn't gone into battle.  This is a great way to stop magic item recyclers like Tasslehoff Burrfoot [DL-39].  However, sending magic items that help in battle to limbo is pointless, since the champion gets them back the instant he gets into combat (as a defender or when a defender is chosen against his attack).  If the targeted champion attacks and meets no defender (ie. razes the realm), the champions attachments are still stuck in Limbo.  Because the Pirate's power is not battle related, he shouldn't go into battle unless he absolutely must, and should be protected with attachments since he has no immunity.  The best ways to kill the Pirate is to force him into battle (like with Arena of Dori the Barbarian [IQ-3]) or summon him as an ally (such as with Humanoid Familiar [DR-48]).  This card will be seen in many tournament decks as magic item manipulation is quite popular.  It won't see much play in varients when battle is common.

Foot Long, Avatar Of Mimic
AD&D Hero Level 13
"Avatar.  A Spoon, Knife (sword), and Fork, must be discarded to bring this avatar into play.  While this avatar is in play all players must attack on their turns or discard their lowest level champion in play.
#8 of 72

       This is a very unique avatar.  Swords are easy to find throughout all sets, however, there is only one spoon (Murlynd's Spoon [IQ-65]) and only one fork (Fork of Defence [CH-45]).  This makes this particular avatar very difficult to get into play without cards like Titans Walk the Earth [4th-158].  This card is very similar to Necba the Wrathmaker [DU-14], except the attach doesn't have to result in a razed realm, and the champion discarded is the lowest level champion, so low level champions you want to save like Hettman Tsurin [1st-172] can be saved by giving them high icon bonus 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 one other in your pool.  It targets the lowest level champion so it is less likely to discard itself.  This avatar is not meant for combat (even though it requires all players, including its owner, to attack every turn).  Because of the high requirements on its owner (3 magic items and attacking every round), this card will rarely see play in tournaments.

The Brewmaster
Dragonlance Hero Level 4
"Dwarf.  In phase 0, this champion may either recover one magic item with the words ‘oil’ or  ‘potion’ in the title from the discard pile, or pull one such card from his deck, and play it immediately upon himself."
#9 of 72

       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 potion: Potion of Fire Breathing [1st-215].  The Brewmaster, during phase 0 (so not on the turn he is played) can either search his deck for an oil or potion, or can pull back an oil or potion from the discard pile.  Either way, the potion is attached to the Brewmaster.  Good choices for the Brewmaster to search for include the Potion of Disenchantment [CH-32] and the Potion of ESP [CH-36] (both of which go to the Abyss after play), and the Potion of Super-Heroism [CH-40].  Nectar [CH-34] and Ambrosia [CH-35] are not formally potions (though they are used the same way), so the Brewmaster may not get them.  Coupled with Tasslehoff Burrfoot [DL-39] and Pelanth the Bronze Dragon [DR-28], this could make some awesomely dangerous magic item decks.  The only cards that can do similar searching at Create Object [PO-97] (which puts the item into play) or Moraster [4th-339] (which puts the magic item on the top of the deck).  Since the Brewmaster has no immunities and a low level, nearly any method of champion destruction is effective against him.

Tyr, Avatar of Justice
Forgotten Realms Hero Level 14
Avatar.  Two heroes must be discarded to bring Tyr into play.  The player and all his cards are immune to all offensive thief skills.  All champions in play can only be sent to the abyss through combat.  Limit one avatar per pool.
#10 of 72

       Tyr is the avatar for any player sick of underhanded things happening to his champions.  To bring Tyr into play, two heroes must be discarded from in play, so any deck using Tyr should 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 are completely immune to thief skills.  This does not stop defensive skills, like Legal Loophole [DU-83], but definitely puts the hurt on any player intent on using thief skills.  Also, while Tyr is in play, all champions in play (not just in Tyr's pool) can only be sent to the Abyss through combat.  Therefore, if Mindlkiller [TU-56] is cast during phase 3, it has no affect.  However, if cast in battle, the opposing champion will go to the Abyss if a counter card is not played.  This avatar would work well for battle heavy decks with lots of heros.  Combined in a pool with Gib Ergo [IQ-32], the Forgotten Ruins [DU-34] and Ur Draxa [4th-32], this player's pool would be nearly unassailable outside of combat, and pretty deadly in combat.  Tyr will not show up in many tournament decks except those for single champion types, even with his usefulness.  Remember his restriction against the Abyss outside of combat when building a deck with him in it.

Cai, Amateur Dragonslayer
AD&D Hero Level 5
"Cai's bravado amuses dragons of base level 6 or higher. Before combat, the opponent rolls 1d10. If the roll is 3 or less, the dragon returns to his pool laughing hysterically.  The battle can continue with new champions.
#11 of 100

       Cai is a fairly worthless card.  First off, it has no power unless (1) the opposing player is using a dragon, (2) the dragon is has a base level equal to or greater than 6, and (3) the opponent uses said champion against Cai.  Even if all this happens, what does it earn you?  A 30% chance that the dragon goes back to its pool, and the opponent can choose a new opponent to face Cai.  It is truly pathetic, and this card should never have been made.

The Chronomancer
Dark Sun Wizard Level 5
"Players must ask the Chronomancer permission to get extra turns. Once you take a free turn or deny a free turn, at the beginning of your next phase 3 choose an opponent.  That player immediately gains control of the Chronomancer as if it was their champion."
#12 of 100

       The Chronomancer is an interesting champion, but will find little real use in games.  Currently, there are only two ways to get free turns: Ancient Kalidney [AR-92] and Caravan [1st-319].  Both of these can be delayed in use until you get the Chronomancer into play, or can be played faster than others can get the Chronomancer into play.  If you do get to use the power (usually only by suprising someone with your hidden pool), you have to give up the Chronomancer on your next turn.  As this champion has no innate abilities, and it would be foolish to load him up with attachements since he could easily be m oved to another player, he is easy to kill by any player wanting to get an extra turn.  All in all, he doesn't slow down a game much, is very easily lost, and only effects two cards.  This silver bullet should be left in the ammo box and never loaded.

Marius
Ravenloft Wizard Level 8
"Undead. Elf. Vampire.  Any opposing champion who is defeated by Marius becomes undead vampire champion, with no special powers, under the control of this player.  May kill one opposing ally during a combat where he is involved."
#13 of 100

       Marius is a champion for many theme decks.  This champion is an elf and undead (vampire) champion, and is affected by all cards targetting either attribute.  Each round of combat, it may discard one ally used against him.  However, what really seperated Marius from other champions is victory power.  Any champion defeated by Marius is automatically under Marius's player's control.  This includes champions who wouldn't normally be discarded after on defeat, like Ochimo [FR-88].  Additionally, that champion become undead (vampire), making it even more useful for an undead theme, especially when using Negate Planar Energy [NS-73].  This power makes him worth it for combat based decks, especially ones that attack specific champions using cards like the Arena of Dori the Barbarian [IQ-3] or Blood Challenge [BR-c20].  The best use for Marius is to attach powerful combat cards to him, like the Wand of Orcus [AR-2] or even Blamblower [DL-56].  The strongest combo thus far found with him involves using the Spellbook [AR-30] magic item with the spell Unnerving Aura [DL-60], allowing you to steal and corrupt any opposing champion not immune to spells.  Marius will find his way into may combat based undead decks, and even a few tournament quality decks.

Shadow Drake
Ravenloft Monster Level 10
"Dragon, Flyer, Earthwalker.  Immune to harmful events.  This champion and his allies may attack any Underdark realm, regardless of position or restrictions.  Shadowdrake gains 5 levels when facing an Underdark champion.
#14 of 72

       This dragon is unique in many ways.  First off, it is the first dragon that is an earthwalker, making him very strong for an attacking dragon deck.  He also is the only Ravenloft dragon, being a useful tool for a Ravenloft world deck when facing cards that only support dragons.  He is also immune to events, working well for the Adkinson event domination theme.  His power to attack underdark realms is fairly inconsequential, since all of them, before holdings, can already be attacked by him.  However, moving the allies is nice.  The Shadow Drake's last power is fairly weak, especially since he starts at out a high level and Underdark champions aren't very common.  Overall, this makes the Shadow Drake a decent card for many theme decks, but not great, and not good enough for most tournament decks, especially without the ability to use most support cards.

Hextor
Greyhawk Monster Level 20
"Avatar.  Two Greyhawk monster must be discarded to bring Hextor into play.  While in the pool, Hextor doubles the levels of monsters of this player and make them immune to offensive spells.  Limit 1 avatar per pool."
#15 of 72

       Hextor is an interesting diety for a monster themed deck.  His high level makes him very dangerous, though his power doesn't affect him while he is in battle (since he would no longer be in the pool).  While hiding in the pool, all monsters controlled by his player have their adjusted level doubled when they go into battle.  Thus, a magic item attached to the monster before battle begins has its level doubled; ie. The Storm Giant [FR-81] with a Vorpal Blade [FR-56] (+3) is level 20 when entering battle.  Also, all of the players monsters (including Hextor) are immune to offensive wizard and cleric spells while Hextor is in the pool.  However, the existance of only 13 non-avatar greyhawk monsters, many of which not worth playing, severely limits a player from using Hextor.  Additionally, Hextor does not protect from the most powerful and dangerous threat to a monster deck: Treasure! [1st-312].  These limitations and relatively weak power means that Hextor will rarely be seen in decks, and only in those mostly built around him.  Try to avoid him if you can.

Tummbutt, the Faerie Dragon
Greyhawk Monster Level 3
"Tummbutt can be sent to Limbo at any time, allowing this player to rearrange all attachments in one player's pool.  All attachments must still be legally attached.  Tummbutt returns to his pool at the end of this player's next turn."
#16 of 72

       Tummbutt has unique power that can be useful for many different situations.  First off, Tummbutt can use his power at any time, which is very useful.  He can be sent to Limbo to reorganize all the attachments legally in any pool (an opponent's or that of his player).  Most often this will be used on an opponent's pool to either spread all the magic items from one powerhouse around to several weaker champions, to take them off a champion with an undersirable power (like immunity or the power of Chernevik [4th-347, or as a preperation for another card (for instance, putting all the magic items on one champion, then casting Wish [FR-46] on that champion).  All of these uses, especially the later two, make him a decent choice for a tournament deck.  However, this won't happen all the time, since he can cast no spells or use other support cards.  Another good use of Tummbutt is to put him into combat defensively, then use his power, saving him and forcing another champion to attack.  This should not be done while attacking however, since the opponent would be able to draw spoils with Tummbutt leaving play.  Overall, Tummbutt is not a bad card that will find a niche in the tournament setting, but generally not so much if general fun games.

Doppelganger
AD&D Monster Level 4
"At the start of each turn and/or before combat, this champion can become any type of champion (regent, hero, thief, ect...). Immune to offensive cards usable by his current champion type."
#17 of 72

       The Doppleganger is a very flexible champion who works very well in many combat settings.  First off, the Doppleganger can change his champion type at the begining of each of his player's turns (phase 0), which can be very useful for a deck with lots of support types, especially those used from the pool.  He also has this option whenever he enters combat for any reason, making him an instant killer against champions like the Living Scroll [2nd-408].  This only includes champion icon types like cleric, wizard, and psionicist.  He may not choose to be a dragon, halfling, or elf.  This morphing power has a very useful additional power, as each champion type can give him immunity to certain cards until he changes form.  This means he can be immune to wizard spells (when a wizard), cleric spells (when a cleric), psionic powers (psionicist), thief skills (thief), blood abilities (regent), hero unarmed combat cards (hero), or offensive magic items or other cards only usable by a certain type of champion (like immunity to the bonus of the Gen [IQ-72]).  Since the Doppleganger may not choose to become undead, a dragon, or a giant, he may not become immune to unarmed combat cards useable only by those types of champions.  This immunity flexability can be very useful when you find out the opponent's deck is focused around one support or icon type.  This flexability shows makes the Doppleganger fitting for many different decks, and thus will show in many different tournament and fun games.

The Warmonger
Birthright Monster Level 5
"Can use hero unarmed combat cards.  Every time this champion has an ally card played with him in battle, this player may draw a card.  This champion gains 2 levels for each ally currently in play."
#18 of 72

       The Warmonger is an outstanding champion for any deck using many allies.  First off, he can use blood abilities and hero unarmed combat cards, making him useful for any deck using either ability.  However, he really shines when allies are used.  When an ally card is played with the Warmonger, his player may draw an additional card from his deck.  This does not include allies gotten from cards like the Axe of the Dwarvish Lords [AR-2] or the Ultimate Triumverate [TU-c6], since those aren't ally cards, but does include allies recovered with cards like the Staff of Conjuring [3rd-105], since an actual ally card is played.  Cards that work well for this includes War Party [3rd-54].  Additionally, using Gib Drawsemaj [NS-20] to copy his power and a card that recovers allies like Dr. Mordenheim [RV-99] or Skulker [DU-40] can be a major card drawing engine.  Finally, he also gains 2 levels for each ally in play.  This includes his allies, his opponent's allies, and even allies in people's pools (like Skull Tumor [DU-49].  This makes him a good champion for moist extended formats or combat based varients, since any champion can use allies.  Expect to see this champion in many different decks.  The best ways to deal with this champion is either kill him in the pool (where he has no immunities) or early in combat with an instant win card (before he has a chance to use many allies).

Avatar of Osprem
Greyhawk Monster Level 18
"Avatar. Discard 12 levels of swimming champions to bring the Avatar of Osprem into play.  All champions and allies of this player become swimmers, and receive +4 to their base levels when attacking.  When attacking coastal realms, one opposing ally is discarded per battle.  This player's champions are not affected by card powers that target swimmers.  Limit one avatar per pool."
#19 of 72

       Osprem joins Tempest, Avatar of Zeboim [PO-44] and The Seas Quess, Avatar of Zeboim [PO-78] and best choices for a swimmer deck, so must be compared to them.  First off, the Avatar of Osprem is harder to bring into play, since the others only require any cleric to be discarded.  However, The Sea Queen loses, since all it does is make all of this player's champions swimmers and pull back a magic item, while the Avatar of Osprem adds more levels to all those swimming champions, hurts allies, and gives a twisted immunity.  However, I'll take Tempest over those for two reasons; The first is that Tempest gives lots of immunities (spells, items, and artifacts) to all swimming champions.  This protects them more than the Avatar of Osprem's ability which only protects against cards that specifically state they target swimmers (like Stone Water [DL-78], but not Death Spell [1st-392]).  Also, to bring out the Avatar of Osprem, you need to already have swimmers.  If you have swimmers already, why do you need to the power to turn them into swimmers.  Additionally, general cards that specifically state swimmers can help or hurt a player using Tempest.  The Avatar of Osprem  stops card like the Tower By The Sea [DU-33] from affecting his champions as much as nasty cards like Kank Lancers [3rd-255].  Since you would always be able to use the support cards in your deck, and most opposing decks don't carry many swimmer stoppers.  A better combo to get the same effect is Song of the Dragonlance [DU-25], which allows your champions to swim as 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 be fore a fun swimmer deck, since there are much nastier avatars to use, and this card requires to many swimmers for a non-swimmer deck to use.

Lurker Above
AD&D Monster Level 3
"Can only defend.  Attackers below base level 8 mistake the Lurker Above for the ceiling and are surprised.  The opponent rolls 1d10.  If the die roll is greater than attacker's base level, the attacker is discarded.  The Lurker Above is immune to cards that specifically harm monsters."
#20 of 72

       The Lurker Above is severly limited by the fact it can never be used to attack, only defend.  Additionally, it has no special powers aside from its weak immunity (if the card doesn't precisely say monsters, the immunity is worthless) if the attacking champion is base level 8 or above.  However, it has a chance to beat any opposing champion of base level 7 or less as long as it's power doesn't kill it first (since attackers' powers activate first).  These odds are not bad (30% versus a base level 7 champion, 50% versus a base level 5, and even better for lower level champions), especially considering the rule that every 0 on a d10 roll counts as a 10.  This instant defeat power can be enhanced by using cards like Rigged Dice [MI-22] (to support more instant kills) or Wand of Enemy Detection  [IQ-61] to allow the Lurker Above to use its power first in combat.  The best way to defeat the Lurker is to kill it before combat (not hard to do to a level 3 champion with almost no immunity), to place dice games with cards like Rigged Dice or Louie the Pit Boss [MI-74], or simply attack with champions of base level 8 or higher.  Being an instant defeat champion, this card will see action in both serious tournament decks and fun decks (I mean, seriously, who doesn't love rolling dice).

Piranhas
Ally +1
"Hide this ally under a realm indicating water and reveal when an attack occurs. The opponent rolls 1d6. If the number is even, the attacking champion and the piranhas are discarded.  The piranhas cannot be discarded through combat by any means, and remains with the realm until its power is successful."
#21 of 72

       Piranhas can not be played into combat in a normal way.  Strangely not a swimmer, this ally is placed under any realm that shows any water; this includes realms that aren't coastal, but do show a river or lack, so even a few Dark Sun realms may use this ally.  The ally is placed during phase 3.  When the realm is attack, this ally is revealed.  It must be revealed when an attack happens, even if it would have no effect.  Then, there is a 50-50 chance the opposing champion will be discarded through the Piranha's power.  If the power isn't success, it waits to try to feed again on the next champion put forward.  Generally, it will succeed by the third champion sent forward (87.5%), not accounting for allies immune to ally powers or adjusting the dice rolls.  This power is fairly strong, and will be popular for some players.  However, its limitations (only defensive, can die with realms without use, not always succeeding) will keep the top decks from using it (especially since it is currently popular to destroy realms from a distance), and it won't often get used in fun games and generally instant defeats aren't that fun.  However, for a nasty suprise and a somewhat effective destroyer, it isn't bad and should be considered for decks with mostly realms that can house them.

Henchman
Ally +2
"Once played, this ally remains with the attached champion.  Any number of magic items and artifacts may be attached to the ally regardless of any restrictions (Rule of Cosmos, world, race, etc.).  If discarded, all cards with the same name as card on the Henchman are discarded also."
#22 of 72

       This wonderful card features the character of Nodwick, done by the very skillful artist Aaron Williams.  First off, this ally may be played only in battle legally, but thereafter, stays with the allied champion until discard is forced.  Interestingly, in battle and after, magic items may be attached to either the Henchman or his allied champion..  Magic items and artifacts of any sort can be attached to the Henchman, regardless of what the artifact or magic item says.  The main reason to do this is that is the last line of the henchman's power; if the henchman is discarded (including sent to the Abyss or the Void), all copies of all attachments to him are also discarded.  This means you should use magic items you expect opponents to use (often including cards like the Bag of Holding [AR-28] or the Ring of All Seeing [4th-171]) on the Henchman.  This way, your oppoent will only try to destroy Nodwick if he is willing to give his own cards up.  This will let the Henchman find his way into major tournament decks (which often seem to be magic item or artifact heavy).  The best way to deal with the Henchman is not to let him into play (discarding him from the hand or deck early) or to destroy him quickly before he gets attachments matching any of yours.  Also, if you happen to play very light on magic items and artifacts, or use ones that are rarely seen in tournaments, leave the Henchman alone.  He is likely to annoy other opponents more than you, and save you both the effort and from being the target of that opponent's firepower.

Servants of Faith
Ally +6
"Can cast priest spells. May be attached to a cleric in pool during phase 3.  While attached to a cleric, than the champion's base level is doubled. This ally cannot be forced to change sides during combat, and returns with the cleric in a victorious combat."
#23 of 72

       This ally works well for cleric themed decks.  Firstly, this ally may cast cleric spells.  Note that this is not the same as allowing the attached champion to cast cleric spells, which is useful when facing cards that strip abilities away from opposing cards.  Additionally, this card gains a lot more when attached to a cleric.  The attached cleric doubles its base level, which can be very effective with cards like Nemon Hotep [NS-67], can never be forced to change sides during combat, and returns with the attached cleric if that cleric was victorious in battle.  All this plus the ally's significant +6 bonus makes this a solid card for any deck based on clerics. This ally can still be discarded normally in battle, so any type of ally destruction works very well to counter the servants of faith.  Because of this and strong theme support, the Servants of Faith will rarely be seen in tournaments, but will see lots of play in fun holy decks.  If this ally returns with a cleric champion to the pool, it can cast cleric spells from the pool without risking any of your champions to Spell Turning [1st-398].

Chain Master
Ally +9
"When played, immediately discards all allies of level 5 or higher.  While the Chain Master is in play, no further allies may be played."
#24 of 72

       This ally is the ultimate trump in game featuring ally battles.  With a large +9 bonus, it is one of the highest icon bonus allies.  When it is played, it discards all other allies of level 5 or higher in play (on both sides of combat and in pools).  Further, no more allies of any level can be played while the Chain Master is still in play.  Usually, this only means to the end of the round of combat, but if somehow kept in play (by cards like Azalin [RV-82]), this ally is an ultimate ally stopper for as long as it stays in play.  This can be very effective for decks built on other themes like combat spells, since you effective prevent the play of any allies against you.  The biggest weakness of this power is that it also restricts the ally's owner.  Thus it should only be used in ally decks as a last trump card to play (since it may hose your allies), or more likely, in a deck that hates allies.  For this reason, the Chain Master will see play in tournaments of all kinds and many fun games.  Just be careful when you use it that you hurt the opponent more than yourself.  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 ally stoppers like Mist Wolf [1st-175].

Divination
Cleric Spell
"Castable at anytime.  Search your draw pile for any rule card. Put that card into play then discard the casting champion and this spell to the abyss."
#25 of 72

       This card just screams out for combos.  Able to be cast at any time (including other people's turns), it should be saved either to work with your combo (like A Sure Thing [NS-74] just before 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 opponent plays A Sure Thing).  You can search for any Rule Card in your deck, and should only be used to pull off a specific combo or for a foundation card for a deck, such as Negative Planar Energy [NS-73], Taxation! [BR-c18], or Event Wheel [4th-497].  This awesome power comes with a major drawback; the casting champion must immediately be sent ot the Abyss with this spell.  The best way to get around this penalty is with the Throne of the Mountain God [4th-510], which means that both cards go to limbo and return on your next turn.  This defensive spell may be dispelled in any regular way, and a deck counting on the spell working  needs to find a way to defend against this.  If the spell is dispelled, the casting champion and spell don't go to the Abyss, since that was an effect of the spell and not listed as a cost.

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