Reading the Draconomicon
Written by Tony Novello, Edited by Dave Ugorek and Sasha Balzer

        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
Forgotten Realms Realm
"Any nondragon champions attacking this realm are at half their base level (rounded down). Undead defending this dragon's lair are immune to harmful events."
#1 of 100

        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.



Dragon Mountain
AD&D Realm
"Can only be attacked by flyers or earthwalkers. Infyrana the Dragon's base level is doubled when defending this realm."
#2 of 100

        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
AD&D Realm
"If Menzoberranzan is in play when this realm is played, Menzo is discarded.  While this realm is in play, the Underdark allies gained by the Triumvirate realms are negated."
#3 of 100

        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.



Dragonspine Mountains
Forgotten Realms Realm - Level 6
"Dragons defending this realm are immune to offensive spells, psionics, and blood abilities. This realm can defend itself as a level 6 dragon champion."
#4 of 100

        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.



Griff Mountains
Greyhawk Realm
"Defending dragons and giants are doubled in base level and are immune to offesive magical items. Attacking champions and allies that are not flyers lose their special powers."
#5 of 100

        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.



Vesve Forest
Greyhawk Realm
"Swimmers cannot attack this realm. For each magical item and artifact attached to an attacking champion, subtract 2 levels from his total. The champion's level cannot drop below 1."
#6 of 100

        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.



Mt. Nevermind
Dragonlance Realm
"Champions cannot use other cards (even events) or special powers when attacking or defending this realm. Instead, each champion draws one card and adds the last digit to the champion's level. The champion with the hight total wins the battle."
#7 or 100

        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.



Palanthis
Dragonlance Realm
"Dragons and wizards cannot attack this realm. Defending dragons and wizards are immune to offensive spells and harmful events."
#8 of 100

        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).



Mount Deismaar
Birthright Realm
"This player's champions are immune to offensive blood abilities. Any champion defending this realm can use wizard spells and blood abilities."
#9 of 100

        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.



Dragon's Horde
AD&D Holding
"Dragons attacking this player's formation can attack only the attached realm; else they cannot attack."
#10 of 100

        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.



Dark Depths
AD&D Holding
"A realm with this holding is immune to the special powers of Underdark realms."
#11 of 100

        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.



Powers of the Land
Ravenloft Holding
"The base level of undead champions defending any realm of the player is doubled.  Undead champions defeated while defending the attached realm return to their pool instead of being discarded."
#12 of 100

        "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



The Mistmarsh
Greyhawk Holding - Level 5
"Flyers cannot attack the attached realm, and defending swimmers return to their pool if defeated.  This holding can defend the attached realm as a level 5 monster."
#13 of 100

        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.



The Mist Caves
Forgotten Realms Holding
"The attached realm cannot be attacked by flyers or swimmers.  Giants defending this realm are immune to offensive magical items."
#14 of 100

        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.



Dragon's Crown
Dark Sun Holding
"If attached to the Dragon's Crown Mountains, this player's champions all become dragons.  If attached to other realms, the defending champion is immune to offensive spells."
#15 of 100

        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].



Council of Wyrms
Event
"Dragons meet to discuss war and peace! Players may draw a card for each dragon in their pool; these champions may not attack or defend until the beginning of the event player's next turn."
#16 of 100

        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.



Dragon Magic
Event
"Until the end of this player's next turn, only dragons can cast spells."
#17 of 100

        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.



Dragon's Graveyard
Event
"Return one dragon champion and one dragon ally from the discard pile to your hand."
#18 of 100

        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.



Wyrm's Decree
Event
"Until this player's next turn, cards cannot be drawn by another player from your draw deck, discard pile, or hand, and opposing players cannot force you to draw or discard cards."
#19 of 100

        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.



Dragon Raid!
Event
"Until the end of this player's next turn, all dragons can attack as many times as they wish (if successful) until a realm is razed."
#20 of 100

        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



Dragon Fear
Event
"All champions of base level 5 or less suffer from dragon fear and cannot act (attack or defend, cast spell, use psionics, etc.) unti the end of this player's next turn."
#21 of 100

        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!
Event
"Play on an opposing player's champion, who can do nothing until this event is negated. A trapped champion remains in his pool while imprisoned.  (Harmful)"
#22 of 100

        "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.



Forced Revolt
Event
"An opposing player must either discard all allies in his hand or may discard one champion from his pool.  If he has no allies, he must discard a champion from his pool. (Harmful)"
#23 of 100

        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.



Favorable Winds
Event
"Must be played immediately upon being drawn. Each player draws one card for each flyer in his pool. (Helpful)"
#24 of 100

        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.



Blessing of Zorquan
Event
"Until the end of this player's next turn, cards specifically designed to harm dragons or monsters do not function agtainst this player's champions. (Helphful)"

        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].


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