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]
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.