This booster featured dragons and their allies as an overall theme. There are 100 cards in the main set and 25 chase cards. Released at the same time as the 4th Edition starter deck, one booster pack was packaged with each starter deck. For a total of 645 different cards released at the time. Needless to say, this was Spellfire's hey day. This booster unleashed dragons on the Spellfire world. Many of the cards from this set found their way into thousands of Spellfire decks around the world. Awesome art and excellent card powers make this set one of the best. Draconomicon introduced non-monster dragon champions, dragon-only spells and unarmed combat cards and the very first truly playable theme deck, the 'Liquid Dragon' deck. Special thanks to Todd Myers for catching mistakes in this rewriten version.
Some important notes to remember for the Draco cards:
1. The unarmed combat cards read "Usable only by dragons." They should read "Usable only by any dragon." Thus any dragon can use these cards, even if not a hero.
2. The same does not apply to the dragon-only wizard spells that read "Castable only by dragons" or a variation there of. There are spells that say "Castable only by any dragon", which can be cast by dragons who have no spell casting ability. The spells are correct as written.
3. Not all dragons are flyers. If the card and this Guide both do not say flyer, either in the text or blueline area, then the card is not a flyer for tournament play. Of course, this has no impact on any house rules you may wish to devise!!
Quick Jumps:
Allies: (7) [80] Cult
of the Dragon, [81] Undead Dragonrider,
[82] Dragonne, [83] Faerie
Dragon,
[84] Firedrake, [85] Drake, [c13]
Chimera
Artifacts: (4) [86]
Amulet of the Wyrm, [87] Fang of the
Dragon, [88] Orb of the Eternal
Dragon,
[89] Mighty Servant of Leuk-o
Champions: (31) [26]
Infyrana the Dragon, [27] Flame, [28]
Pelath the Bronze Dragon, [29]
Maldraedior,
Great Blue Wyrm, [30] Tamarand, Great
Gold
Wyrm, [31] Lareth, King of Justice,
[32]
Flashburn, [33] Fi Lendicol, [34]
Rauglothgor, [35] Sparkle, Crystal
Dragon,
[36]
Shadow Dragon,
[37] Greyhawk Dragon,
[38]
Flare, [39] Sleet, [40]
Khisanth, [41] Cyan Bloodbane, [42]
Verminaard the Dragonmaster,
[43] The Celestial
Emperor, [44] Tiamat, God of Evil
Dragons,
[45]
Bahamut, God of Good Dragons, [c1]
T'chaar, Dragon of Flame, [c3]
Boreas,
[c4] Morcanth Dragontamer, [c5] Cron the Black, [c7] Learnean Hydra,
[c8]
Dragon Hatchling, [c9] Dragon Cultist,
[c11] Wyvern, [c12] Charm, the
Crystal
Dragon, [c15] Sapphire the Blue Dragon,
[c16] Glimmer the Brass Dragon
Cleric Spells: (10)
[56] Enchanted Flight, [57]
Blessing of Tiamat, [58] Blessing of
Bahamut,
[59] Symbol of Pain, [60]
Symbol of Persuasion, [61] Symbol of
Death, [62] Confusion, [63] Find
the Path, [64] True Seeing, [65] Plague
Events: (15) [16]
Council of Wyrms, [17] Dragon Magic, [18]
Dragon's Graveyard, [19] Wyrm's Decree, [20]
Dragon Raid!, [21] Dragon Fear, [22]
Trapped!, [23] Forced Revolt, [24]
Favorable Winds, [25] Blessing of Zorquan, [c2]
Lair
Raid, [c6] Draconic Allies, [c17]
Treasure Hoard, [c19] Dragon
Skirmish,
[c21] Wyrms' Conclave
Holdings: (6) [10]
Dragon's Horde, [11] Dark Depths, [12]
Powers of the Land, [13] The Mistmarsh, [14]
The Mist Caves, [15] Dragon's Crown
Magic Items: (10)
[74] Gauntlets of Combat, [75] Talisman of the Beast, [76] Wand of
Magic
Detection, [77] Well of Many Worlds,
[78] Wand of Negation, [79] Maul
of
the Titans, [c14] Red Dragon Figurine,
[c18] Dragon Bones, [c20]
Wyrmblight,
[c25] Dragon's Scale
Psionic Powers: (8)
[66] Inertial Barrier, [67] Combat Mind, [68] Phase, [69]
Death Field,
[70] Ultrablast, [71] Synaptic Static,
[72] Daydream, [73] Psychic Blade
Realms: (10) [1]
Rauglothgor's Lair, [2] Dragon Mountain, [3]
Lair of the Shadowdrake, [4] Dragonspine Mountains,
[5]
Griff Mountains, [6] Vesve Forest, [7]
Mount Nevermind, [8] Palanthas, [9]
Mount
Deismaar, [c24] Underground Lair
Rule Cards: (5) [99]
Age of the Dragon, [100] The Battle
Must Go On!, [c10] Playing to Lose,
[c22] Dragon's Breath, [c23] Ancient Dragonic Magic
Unarmed Combat Cards: (9)
[90] Swoop, [91]
Claw, [92] Tail Sweep,
[93] Bite, [94]
Breath Weapon
I,
[95] Breath Weapon II, [96] Breath Weapon III, [97] Swallow Whole, [98]
Evade
Wizard Spells: (10)[46]
Astral Spell, [47] Dragon's Calm, [48]
Humanoid Familiar,
[49] Venomdust, [50]
Firetail, [51] Dragon's Death Door,
[52] Cold Curtain,
[53]
Summon Dragon, [54] Dragon Mark, [55]
Meteor Swarm
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Rauglothgor's Lair is an
excellent realm to add to your deck. Unless you are up against a dragon
deck, most opponents will start at half their base level. This alone
makes
it worthwhile. Once you add in the fact that defending undead are
immune
to harmful events, it becomes a must to any undead theme deck. Be aware
that only the undead defenders are immune to the events, not the realm
itself, so although Nemon Hotep [NS-67] would be immune to the effects
of any harmful events while defending this realm, Rauglothgor's Lair
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 the front rank
of your realms and put down the rule card Negative Planar Energy
[NS-83].
Now, not only are nondragons at half base level, your undead defenders
can first subtract their base level from the attacker's base
level.
If reduced to 0 or less, they are discarded, and the spoils is
yours.
You can make this even more deadly by having Powers of the Land [DR-12]
attached to another realm in your formation, (Powers of the Land is a
Ravenloft
holding, so it cannot be attached to Rauglothgor's Lair) and have all
of
your defending undead double their base levels.
Rauglothgor is the
dracolich
that Shandril defeated with spellfire in the novel that is Spellfire's
namesake.
This realm is very
similar
to several other realms, in that it can only be attacked by flyers or
earthwalkers.
If you are constructing a deck that limits the number of possible
attackers
that an opponent may use, this one should be considered. The ability of
doubling Infyrana's base level when defending is a nice touch, but not
altogether practical, because it means you must rely on having that one
card in your hand or pool when attacked. Although not a bad
realm,
if you're debating over one realm of this sort, Shining Lands [AR-87]
is
a better choice, as it also adds spell immunity and the ability to have
any holding attached to it. In addition to the Shining Lands, Dragon
Mountain
is a fine choice.
What can be more
dangerous
than trying to sneak into a dragon's lair? Trying to assault one that
used
to be a Dwarven stronghold, defended by magic-wielding kobolds, and
having
the dragon know you're coming. Beware the Dragon Mountain.
Lair of the Shadowdrake
is
an excellent response to someone using Menzoberranzan [4th-1].
Not
only do you get a new realm when you put it down, you can discard
another.
This power only works when Menzoberranzan is already in play, so if you
put the Lair of the Shadowdrake down before Menzo is in play, it has no
effect on that realm. Be careful that you don't put this realm down
while
Menzo is in your own formation, or you will discard your own
realm.
If multiple players wish to play Menzoberranzan after the Lair discards
it, the option to play the realm start with the active player (most
likely
the one playing the Lair) and moves around the table in the order of
play
(clockwise, unless Wild Magic Surge [FR-10] is in effect). The
additional
power of negating the Underdark allies gained by the Triumvirate realms
can make this a very powerful target for your opponents. Again, beware,
for this realm can cancel out your own Triumvirates if you choose to
include
them in the same deck.
This realm is a coastal
realm.
This realm allows all defending dragons immunity to offensive spells,
psionics,
and blood abilities. This immunity extends to include special powers
that
fall under these three categories, like the ultrablast power of 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 realm champion is a
dragon,
and therefore is also entitled to the immunities. This realm
should
be considered for dragon theme decks, but does not give a lot of
benefits
to decks with few dragons in them. It should be remembered that
the
realm has none of these immunities except when defending itself in
battle.
If you are considering a deck whose realms all possess realm champions,
keep Dragonspine Mountains in mind, for the added immunity to the
champion
makes this realm champion quite a challenge.
This mountain range
separates
the Moonsea from the Ride, and is home of the Citadel of the Raven. In
it's shadow sits the once-powerful ruins of Zhentil Keep, now slowly
being
rebuilt.
This is a coastal
realm.
The Griff Mountains is an excellent realm for those dragon and giant
theme
decks, and a good choice for many other decks. The doubling of base
level
and immunity to offensive magical items only benefits the defending
dragons
and giants, but this will affect both champions and allies that are
designated
as dragons or giants. The Griff Mountains will cancel all non-flying
attackers
special powers, regardless of whether the defender is a dragon/giant or
not. Having something in the pool that adversely affects flyers,
such as Gloriana [1st-3] will help insure that any attackers of the
Griff
Mountains will not be using their powers.
The Griff Mountains
divide
the Hold of Stonefist from the Duchy of Tenh, and from the Theocracy of
the Pale below. Very few humans are sturdy enough to live in the Griff
Mountains, although there is a rumor of a tiny realm hidden in the
heart
of the range that overflows with gold and jewels.
This is a coastal
realm.
The Vesve Forest has two separate powers that can affect the attacking
champion. First, it restricts swimmers from attacking this realm. This
includes both champions and allies, and is always in effect, even if in
the front ranks where the champion wouldn't have to swim to reach the
Vesve
Forest. It's second power is that for every magic item and
artifact
attached to the champion, 2 levels must be subtracted from the
attackers
adjusted level. Therefore, if Merika [4th-326] attacked the Vesve
Forest
with the Shield of Devastation [4th-174] and the Wand of Magic
Detection
[DR-76], her adjusted level would be 1 (3 + 2 + 0 = 5 - 2 for each
magic
item, so 5 - 4 = 1). If she decided to add The Necklace (176/4th), her
level would stay at 1, (because it 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 factored in.
The Vesve Forest is the
largest hardwood forest in the Flanaess. It is renowned for it's
variety
of excellent woods and other commodities, including a fungi unique to
the
forest that is used in the creation of several magical oils.
This is a coastal
realm.
Mount Nevermind is a very potent Dragonlance realm. This realm causes
each
combatant (attacker and defender) to draw a card and add the last digit
of it's series number to that champion's base level. No other cards can
effect the outcome of the battle, including events and the special
powers
of the champions involved. So if the Living Wall [PO-58] was defending,
and drew Perrenland [4th-19], the Living Wall would be at level 19, but
would not be able to absorb any opposing champion, regardless of their
level. As an interesting side effect, since Mt. Nevermind doesn't
actually say to discard the drawn card, Perrenland would go to the hand
of the Living Wall's owner. This realm can be exploited by using
a card that allows you to re-arrange or place cards on top of someone's
draw pile, thereby knowing what variable they will receive. Of course,
this must be done before combat is declared on Mount Nevermind.
Since
rule cards are the only cards that activate before a realm's power,
someone
with A Sure Thing [NS-74] would still benefit from this rule's power
and
make this realm practically automatic victory for the rule card's
owner.
This is a coastal
realm.
Any realm that reduces the range of possible attackers is worth
considering.
Palanthas takes two champion types out of the running. This
restriction
applies to all champions that bear the wizard icon, and all cards
designated
as dragons. The connection of wizards and dragons continue, as
defending
dragons and wizards are granted immunity to offensive spells and
harmful
events. Note that this immunity does not apply to the realm, only the
dragons
and wizards that defend it. Remember that defending wizards and
dragons
become immune to events, so those targetted by stealing events (such as
Cure of the Azure Bonds [FR-4]) will be immediately freed, with both
the
attacker and defender going to their pools. If Palanthas is your
front realm, you can reduce your chances of attack for a turn by using
The Apple of His Eye [FR-c12] to limit attackers and defenders to
wizards
(since you can't specify champion characteristics like being a dragon).
This realm's powers are
pretty
straight forward. As long as Mount Deismaar remains unrazed, all
of this player's champions are immune to offensive blood abilities,
whether
attacking, defending, or in their pool. This is an excellent
immunity
for someone going up against any Birthright or regent based deck.
As long as a champion is defending this realm, he also has the ability
to use blood abilities and cast wizard spells. This does not give
the realm itself the ability to cast spells, nor does it extend this
ability
to champions in the pool, so a spell like Shadow Engines [4th-404]
could
not be countered by a Dispel Magic [4th-370], unless a champion in your
pool already had the ability to cast spells, because it would come
during
phase 3, and there wouldn't be a defending champion yet. The best
way around this card is the dungeon The Torture Room [DU-12], which
strips
all opponents of their immunity to blood abilities, making this realm
much
weaker.
This holding is an
AD&D
holding and can only be attached to AD&D realms, or realms that
allow
any holding to be attached. This is quite the risky holding
to include in your deck. The power only limits cards designated
as
dragons, and if your opponent(s) have none in their deck, it will be
worthless.
However, if your opponent(s) have dragons, it can be quite
devastating.
This holding forces all dragons (champions and allies) to attack only
the
attached realm when attacking this player's formation. Exploit
this
by attaching it to a realm that puts further limits on the
attacker.
A good choice is The Lost City [RR-16], because now the only dragons
that
can attack are non-flying, non-swimming AD&D dragons. An even
more effective approach would be to have it attached to any realm in
your
formation except Border Garrison [DU-31], because now dragons could not
attack any of your realms until Border Garrison is razed or
discarded.
The same effect can be had by attaching the Dragon's Horde to Council
Aerie
[AR-86], which prevent dragons from attacking it. A dragon deck
must
have a good way to defeat this holding if it wishes to attack.
This holding is an
AD&D
holding and can only be attached to AD&D realms, or realms that
allow
any holding to be attached. Although any time you see the word
immune
you may feel inclined to include that card, don't be fooled by this
holding.
It confers immunity to the attached realm, but this immunity is only
from
the special powers of Underdark realms. Only six Underdark realms
would be affected by Dark Depths if it is attached
to an AD&D realm (TU-2, TU-4, TU-5, TU-6, TU-c6, & IQ-5).
This does include the Triumvirate realms,
however,
and for that reason should not be completely dismissed. It's
value
increases slightly if your deck contains several realms that can have
any
holding attached to it.
This magical land was
once deep beneath the City of Greyhawk. Filled with giant
mushrooms
and roaming Trolls, the Dark Depths were deemed to dangerous and the
Circle
of Eight estate transferrenced the entire area to the nether world.
"This holding is a
Ravenloft
holding and can only be attached to Ravenloft realms, or those realms
that
allow any holding to be attached. Powers of the Land is a must
card
for any undead themed deck. This holding doubles the base level
of
all defending undead (champions and allies), but not just for the
attached
realm, but for all of this player's formation. Note that this
doubling
only takes place during defense of a realm, so spells and powers that
affect
champions of a given base level will work normally against this
player's
pool, but will have to take the base level adjustment into
consideration
when affecting an undead defender in combat. As an added bonus,
any
undead champions defeated while defending the attached realm are
returned
to their pool with any attachments. They keep their attachments because
they are not really discarded, just defeated. Other cards that
benefit
undead work well with Powers of the Land. Cards like Negative Planar
Energy
[NS-73] and Ancient Arms of the Great Kingdom [3rd-145] are great
choices.
All of Ravenloft can
feel the presence, but none can control it. Even those who are
considered
Lords in the lands of Ravenloft are trapped and must answer to the
powers
of the land, and the ever-present Ravenloft Mists
This holding is a
Greyhawk
holding and can only be attached to Greyhawk realms, or realms that
allow
any holding to be attached. This is a very nice holding if you're
looking for defensive abilities. The Mistmarsh prohibits flyers
from
attacking the attached realm, and this includes both champions and
allies.
Any defending champions that are swimmers return to their pool instead
of being discarded. This means it works well with Song of the
Dragonlance
[DU-22], since it allows all your champions to be swimmers. The
Mistmarsh
also is able to defend the realm as if it had a realm champion of it's
own. If the attached realm has a realm champion, like Isle of the Ape
[RR-1],
the Mistmarsh defender can still defend the realm. However, if
the
Mistmarsh OR the realm champion is defeated, the realm will be
razed.
It doesn't matter which way the realm defends itself. An
excellent
way to use the Mistmarsh is to attach it to the Shining Lands [AR-87],
because then only earthwalkers would be able to attack the realm.
This holding is a
Forgotten
Realms holding and can only be attached to Forgotten Realms realms, or
realms that allow any holding to be attached. This is a great
holding,
because there are several realms that it can be attached to that
already
limit the attackers to flyers and/or swimmers, and by attaching the
Mist
Caves, it effectively makes it almost impossible to attack the attached
realm without magical aid. Some of these realms include Kozakura
[FR-13],
and the Coral Kingdom [4th-10]. This restriction also extends to the
champion's
allies. The ability to give defending giants immunity to
offensive
magic items is more of a secondary power, but if you have any giants in
your deck, it's just an added bonus to an already efficient holding.
This holding is a Dark
Sun
holding and can only be attached to Dark Sun realms, or realms that
allow
any holding to be attached. When this holding is attached to any
realm but Dragon's Crown Mountains [4th-39], it bestows offensive spell
immunity to it's defending champions. When it is attached to
Dragon's
Crown Mountains, it causes all of this player's champions to be
considered
as dragons. In turn, this grants immunity from offensive spells
and
offensive psionic power cards to all of this player's champions (see
the
Dragon's Crown Mountains). The only hindrance this bestows is
that
now all of her champions can be affected by cards (not counting
offensive
spells and psionic cards of course) that affect dragons
specifically.
Dragon avatars such as The Celestial Emperor [DR-43], Tiamat, God of
Evil
Dragons [DR-44], or Bahamut, God of Good Dragons [DR-45] would be a
good
addition to decks containing both the Dragon's Crown and Dragon's Crown
Mountains, for their special powers affect all of this player's dragon
champions which could possibly affect all of this player's
champions.
It is important to remember that this power only effects champions in
play,
and not in your hand, discard pile, deck, Limbo or the Abyss.
This
important due to cards like Dragon's Graveyard [DR-18].
This event is useful in
decks
with a lot of dragon champions, because it allows you to draw a card
for
each dragon in your pool. This does come with a penalty.
For
each card you draw, one of these dragon champions cannot attack or
defend
until the event player's next turn. This event can affect all
players,
but is considered helpful because each player has the option to draw
cards;
they are not forced. You also have the choice as to how
many
cards you draw. If you have three dragon champions in your pool,
you could draw from 0 to 3 cards, but for each card drawn, you must
designate
a dragon that is taking place in the Council of the Wyrms. Since
it is a helpful event, cards such as Calm [4rd-400] have no effect,
although
it could still be canceled by a card such as Limited Wish [4th-382].
Once every hundred years
the dragons meet. What is discussed is unknown to outsiders, but it is
believed that they exchange information and gossip from their
respective
corners of the world. This must also be a time of truce for these
ancient
creatures, as even bitter enemies are said to exchange information.
This event creates a
large
limit on who is able to cast spells. Only cards designated as
dragons
can cast spells, but this does not confer spell-casting ability onto
non-spellcasting
dragons. Therefore, while Dragon Magic is in effect, Sharla
[4th-290]
could not cast spells, but neither could Flashburn [DR-32], even though
he is a dragon, unless he had an attachment that allowed him to cast
spells,
such as Viperhand [3rd-103]. Dragon Magic can be stopped by Calm
[3rd-400] for individual players, or canceled for everyone with Limited
Wish [4th-382] or Intercession [RR-48]. Such spells can be cast
by
non-dragons to counter Dragon Magic when first played, but not once the
event has fully taken effect. Coupling this event with another,
such
as Dragon Raid! [DR-20] can make a dragon deck even more dangerous for
a short time.
This event is most useful
in a deck with a lot of dragons, so that you can take full advantage of
this event and retrieve both a champion and an ally. This is more
useful than several other cards that retrieve champions from the
discard
pile, because it is not restricted by being a spell, therefore you
don't
need a champion in the pool to cast the spell, or conform to turn phase
restrictions. This event does cause you to return the cards to
your
hand, so make sure you don't use this right before you have to discard
down to the maximum number, unless you have room for two more
cards.
Since Dragon's Graveyard is a helpful event, cards such as Calm
[3rd-400]
have no effect, although it could still be canceled by a card such as
Limited
Wish [4th-382].
The Dragon's Graveyard
is a legend as old as the dragons themselves. Said to be located
somewhere in the Hell Furnaces, this massive graveyard is covered with
the remains of hundreds of Wyrms.
This event stops all
opponents
from drawing cards from your hand, draw or discard piles, or forcing
you
to do the same. This protects your deck from many different cards,
including
Great Shout [FR-41], Deja Vu [AR-100], Ninjas [4th-239], and many
others.
It can partially affect some cards, such as Discovery of Spellfire
[2nd-401];
whose player would still be able to look at the hand of the player
protected
under the Wyrm's Decree, but would not be able to discard a card.
As this is a helpful event, cards such as Calm [3rd-400] and Delsenora
[1st-c10] have no effect, but Wyrm's Decree can still be canceled by
Limited
Wish [4th-382] or Intercession [RR-48]. A useful time to use
Wyrm's
Decree is when you know your opponent has cards that force you to draw
or discard cards. If your opponent attacks with a champion that
has
the Vorpal Blade [FR-56] attached to it, put down Wyrm's Decree before
you bring forward your defender. You can also make it work on the
offensive, by using one of the cards that enable you to examine
another's
hand, such as Discovery of Spellfire, and if someone has several
spells,
events, allies, etc. that will be affected by the Wyrm's Decree, play
it
before you attack.
Here is another event
that
mainly benefits those decks that focus on dragons. This event
allows
all dragons the ability to repeatedly attack a realm, as long as they
are
victorious, until the realm is razed or the attacker wishes to call off
the attack. This event does affect all players, but only when
attacking,
therefore your dragon champions could not defend more than once a
battle,
unless it has been granted that power by something else. A
wonderfully
nasty way to use this card is to do so in conjunction with Apple of His
Eye [FR-c12], so that only monsters can attack or defend (since you
cannot choose dragons), and then
attack
with Edormira, Red Dragon [1st-c2]; now only non-monster champions
immune to events can
defend.
It would work also if you attacked with the Dragon Hatchling
[DR-c8].
As this is a helpful event, cards such as Calm [3rd-400] and Delsenora
[1st-c10] have no effect, but this event can still be canceled by
Limited
Wish [4th-382] or Intercession [RR-48].
"The dragon raid of
Mulmaster
2 winters ago was a terrible sight indeed. The great red beast came
again
and again, slaying all in it's path. When the dragon had it's fill of
feast
and booty the city lay in ruin."
- Lord Bo the Champion
This event stops all
champions
of base level 5 or less from any activity at all until it
expires.
This includes any champions entering into play from the hand.
This
event is very effective in keeping at bay those pesky low-level
champions
with devastating special powers, like Hettman Tsurin [4th-257].
This
event lasts until the event player's next turn, so is most effective if
played during his turn. This event can be quite catastrophic to
all
players if coupled with the rule card Time of Troubles [FR-99].
While
both of these cards are in play, only champions of base level 6 are
able
to attack or defend. Dragon Fear can be stopped by Calm [3rd-400]
for individual players, or canceled for everyone with Limited Wish
[4th-382]
or Intercession [RR-48].
Only the strongest can
withstand the Dragon Fear. The sight of a great Wyrm in all it's glory
has caused many young adventurers to seek a career change.
- Athena Fernwood, halfling mercenary annd collector of many fine
baubles.
"Trapped! is a very
powerful
event, as it remains in effect until it is negated. This event
can
be played on any champion not immune to events, and it stops that
champion
from performing any actions at all. This includes attacking,
defending,
casting spells, psionics, blood abilities, etc. If this event is
played on a champion while in battle, he returns to his pool with any
attachments,
defeated, and any allies or power cards are sent to the discard
pile.
It cannot be played on realm champions. Because this event has an
extended duration, it can be removed by Wish [4th-384], although the
trapped
champion could not cast the spell. Calm [3rd-400], Limited Wish
[4th-382]
and Intercession [RR-48] can all also cancel Trapped! This event
works best on those champions that make everyone nervous, like the
Living
Wall [PO-58], but is most effective when it cannot be quickly
canceled.
Wait until you know your opponent has no way of countering it, either
by
inspecting his hand, or waiting until after he plays a Calm or the
like.
The most effective use of Trapped is with the card Wrath of the
Immortals
[4th-157]. Since the Wrath states that the targeted champion must
attack or defend first, and Trapped means it cannot attack or defend,
that
player can be attacked with no hope of defense without a counter.
If this event is played on a champion that grants other champions
abilities,
like many of the avatars, it may not cancel all special powers.
Bahamut,
God of Good Dragons [DR-45], for example, would not be able to attack
or
defend, but that player's defending champions would still be doubled in
base level, because this power doesn't take any action on the part of
Bahamut,
just his presence in the pool. Cards may be attached to a trapped
champion while in the pool. For example, the magical item Runes
of
the Future [RR-c13] can be attached, allowing the trapped champion to
be
discarded so that a selected card can be placed on top of the draw
pile.
This event targets
neither
allies or a champion. The choice goes to the person who had the
event
played on him. If he chooses allies, he must discard all allies
in
his hand, and if he has no allies, or chooses a champion, he must
discard
one champion (and his attachments, if applicable) from his pool.
Although getting rid of an opponent's allies is great, disposing of a
champion
can be even better. Try to control the selection process by
waiting
until your opponent's pool has just a few champions, or better yet,
only
the one you want to get rid of. Then hit him with the Forced
Revolt.
If he hasn't any allies, you've knocked off your target, otherwise, he
no longer has any allies, and is more vulnerable to attack. This
event can be canceled by Calm [3rd-400], Limited Wish [4th-382], or
Intercession
[RR-48]. If your opponent chooses to discard a champion, he must
choose any champion from his pool. Champion immunity to events
means
nothing for this event, since the event does not target the champion,
but
the player.
Upon first glance, this
sounds
like a good card for a flyer deck. You get a free card for each
flyer
in your pool. But this card doesn't always work out the way one
might
like. First of all, it affects all players, so you can just as
likely
give your opponent(s) more cards then you can get. Secondly, and
more important, Favorable Winds must be played as soon as it's
drawn.
If this event comes up early in a game, you could end up with no extra
cards and an event wasted in your Void. Unless you like the
gamble
of possibly being able to get a lot of cards, stick with one of the
other
cards that grant you extra cards, like Good Fortune [4th-120]. As
a theme deck idea though, Favorable Winds combined with Council of
Wyrms
[DR-16] are mainstays in the "Liquid Dragon" deck. This deck is
filled
with flying dragon champions and can result in huge card draws from the
above two events. This is still risky, as you might draw
Favorable
Winds too early to be put to good use.
Here is an event that is
a good defensive card for those monster and dragon decks. This
causes
all types of cards that specifically target monsters or dragons to not
function in that capacity. Therefore, Agis [3rd-261] could still
attack, but could not destroy a monster from the pool of the event
player,
and a card like Dragon Slayer [AR-51] would have no effect against this
player, but would affect all others normally. This is a helpful
event,
and cannot be effected by Calm [3rd-400] or Delsenora [1st-c10], but
this
event can still be canceled by Limited Wish [4th-382], Intercession
[RR-48]
or Wish [4th-384].