In the year 2001, Mike
"Ogre"
Heubbe posted the Inquisition set, the first official Spellfire set
available
exclusively on-line. Being one of only two games that have
survived
via on-line boosters (the other being Mythos), this puts Spellfire in a
unique situation in that we continue to be alive even when Wizards of
the
Coast tries to kill the game. Furthering the goal of Spellfire
living
on, take this on-line reference guide as a way to make the set more
user
friendly and powerful, so you don't get surprised by these cards in
tournaments. A thank you also goes out to Todd Myers, who helped
me find many problems with this guide.
All cards are posted here, and can be fully downloaded at spellfire.net. The jump links will take you to each reviewed card.
Jump to cards:
Allies (10): (72) Gen;
(86) White Dragon;
(87)
Soth's Steed;
(88) Mimic; (89)
Mina's Knights; (90) Stool Pigeon; (91)
Gloomwing;
(92) Knights of Neraka; (95)
Mercenaries;
(97) Behir
Artifacts (5): (55) Tymora's
Coin;
(56) Staff of Mishakal;
(57)
The Shield Tree; (59) Monacle of
Bagthalos;
(60)
The Tomes of Spellfire
Blood Abilities (2): (73)
The King's Justice;
(98) Claws of the Wolf
Champions (28): (14) Mij Retlub, the
Spellfire
Oracle;
(15) Tagor Migor; (16) The
Enchantress;
(17) Saldon the White; (18)
Orcish Shaman;
(19) Aramil of Tusmit; (20)
Dragon Mountain Kobald;
(21) Luccia; (22)
Mij Draw, the Epitome of Purity and Might;
(23) Karistyne;
(24)
Silversun;
(25) Jerome Kazinskaia;
(26)
Grim Reaper;
(27) Aria Kyra;
(28)
Sarana;
(29) Kiri Allavesse;
(30)
Vargas;
(31) Etarkine;
(32)
Gib Ergo;
(33) Adamar Session;
(34)
The Devourer;
(35) Ba'Thrang;
(36)
Morgan Rynes;
(37) Otiluke;
(38)
Nystul;
(39) Jallazari Sallavarian;
(40)
Treemon Crosse;
(41) Torgo, the Mad Scientist's
Assistant
Cleric Spells (4): (69)
Atonement;
(74)
Gate; (75) Repentance;
(84)
Curse
Dungeons (3): (50) Hall of
King Snurre the Fire Giant;
(51) Level Playing
Field; (52) The Guild of Adventurers
Events (8): (42) Unavailing
Sacrifice; (43) The Gathering;
(44)
Pangea Effect; (45) Dragon's Turn the
Tide;
(46) An Eye for an Eye!;
(47)
The Apocalypse; (48) A Good Defense;
(49)
Cheat!!!
Holdings (3): (11) Adventurer's Guild;
(12)
Castle Moovania;
(13) Trojan Horse
Magic Items (9): (58) Holy
Symbol;
(61) Wand of Enemy Detection;
(62) Scarab of Death; (63)
Nostrenda's Amulet;
(64) Bandage; (65)
Murlynd's Spoon;
(66) Mystical Orb of the
Black Eight;
(67) Ogre's Horned Helm;
(68)
Orb of Delight
Psionic Power Cards (2): (76)
Time Travel;
(85) I Know What You Are Thinking!!!
Realms (10): (1) Castle Arborgate; (2)
The Shadowlands; (3) Arena of Dori the Barbarian;
(4)
Lands of Legend; (5) Hollow World;
(6)
The Oracle at Delphi; (7) Bastion;
(8)
Thorbardin;
(9) Quasqueton;
(10) Village
of Nulb
Rule Cards (2): (53) Spite
and Malice;
(54) Out of Phase
Thief Skills (5): (77) Double
Cross;
(93) Improved Initiative;
(94)
Hostage;
(96) Entrapment;
(99)
A Piece of the Action
Unarmed Combat Card (2): (78)
Slap!;
(81) Tankity-Tankity-Tank
Wizard Spells (6): (70)
Reincarnate;
(71)
Stoneskin;
(79) Permanency; (80)
Contigency;
(82) Imaginary Friend; (83)
Dispel Illusion
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Castle Arborgate is a
strong
realm that is built around fighting many of the strongest tournament
strategies
available. First off, this Greyhawk realm has very strong
immunities.
Being immune to spells, psionics, and events, this knocks out every
current
method of destroying the realm from the pool aside from Castle
Arborgate's
other power. Since realm destruction is one of the most popular
methods
of winning in tournament level Spellfire, these immunities carry
immense
power, especially as no other realm carries all of these
immunities.
The other strong method is the "touchy-feely" approach, destroying
realms
from hand or deck so they can't get to play. Castle Arborgate has
a strong defense against this also. If the opponent does this,
even
on accident, Castle Arborgate jumps into play (outside of when realms
may
normally be played) and send to the Void all other Castle Arborgates in
play, regardless of other powers. This is very heavy and severely
hurts those using this strategy by using it to gain advantage, a
mechanic
that hopefully be used more often in future sets. It is for these
reasons that Castle Arborgate will see play in many tournaments.
However, I doubt it will see much fun deck play, as it is only strong
in
games where the most evil of tactics are used.
In many ways, this card
is
very much like the Lands of Legend [IQ-4]. However, it is more
offensive,
by not only copying a realms power, but also removing the power from
the
target realm. It should be remembered that this power only
activates
when the realm is played or rebuilt, so powers such as Menzoberranzan
[1st-2],
Temple of Elemental Evil [1st-124], and Ancient Kalidnay [AR-92] after
it has been used for the extra turn are useless, as those powers have
been
fully used, or activate too quickly to be stolen. Since many
decks
carry realms that work well against them to prevent the opponent
getting
a chance to play (like Mount Deismaar [DR-9] in a blood ability deck),
this would be the best way to turn that strategy against them.
This
is strongest in a one-on-one match, as in a large multiplayer game,
while
a player may be willing to take an opponent copying their realm (like
with
the Lands of Legend), they will mercilessly target a player who is
holding
their realm's power hostage. Even with this minor problem, this
card
will find itself in many strong tournament decks. Combinations
with
cards like Oasis of the White Palm [RR-23] or Cavern of Ancient
Knowledge
[NS-18] help protect this realm well, and, unlike the Lands of Legend,
this realm does not copy the opposing realm's world.
This is my personal pick
for the most powerful card in Inquisition, edging out Slap [IQ-78], The
Apocalypse [IQ-78], and Etarkine [IQ-31]. This AD&D realm
allows
you to attack the pool, not just realms. Not just that, but the
opponent
must defend and grant spoils if defeated, so speed rebuilding never
comes
into effect. This makes it possible to remove some of the most
hated
champions from the game, like Necba the Wrathmaker [DU-c13], Manshoon
of
the Zhentarim [RR-c6], and Chevernek [4th-347]. This especially
strong
with good instant win champions, with my personal favorites being the
Living
Wall [PO-58] and the Earth Elemental [PO-60]. Other good combos
with
the Arena of Dori the Barbarian include Gloriana [1st-c3], Lovely
Colleen
[1st-c22], the Living Scroll [2nd-408], The Undead Htimsen [3rd-425],
Mayor
Charles Oliver O'Kane [3rd-433], The King of the Elves [3rd-440],
Bilago
Lumen [PO-17], Lyr of the Mists [PO-23], Corpse Dragon [TU-82], Rhuobhe
Manslayer [BR-c14], and Dragon Hatchling [DR-c8]. Remembering
that
opponent's don't have a choice to fight or not means all cards that
send
them back defeated means discarded. Not only does this card give
you a chance to wipe out the opponent's most annoying champions
quickly,
it also gives you many spoils, boosting card advantage. However,
it must be remembered that this is a two edged sword. ANY player can use this power, so
champions like King of Elves or Living Scroll may not be the best
choice, since those cards can be just easily killed as they can
kill. A good defense against this card is to play with a hidden
pool, making choices random and less easy to assure spoils. This
is definitely
a very high power card that work its way into many strong tournament
decks.
This card is a great
challenge
for any judge to deal with. The key part to remember for judging
this card is that the realm is first played, and then it can imitate
the
power and world of another realm in play. Therefore, it wouldn't
work to let the realm be played immediately even if Menzo [1st-2]
weren't
banned on the card (I think that was just done for clarity). For
the same reason, powers that activate only upon being played (like the
Temple of Elemental Evil [1st-124] or Furyondy [3rd-122]) are worthless
to imitate, because the Land of Legends is already in play.
Ancient
Kalidnay [AR-92] and Avanil [BR-5] were restricted because of speed
issues.
It is also very important to note that it can only imitate opponents'
realms,
so it is only as effective as your opponents are (especially since
razed
realms for the most part are considered to have no special
powers).
The question of when to play this realm is a tough one, as by the time
you have a good realm to imitate, it will be well back in your
formation.
The best time to use this card is immediately after playing Siege
[1st-203],
into the front place in the formation and imitate the opponents' most
defensible
realm. However, this is the best combination you can come up with
this card, as when you imitate another realms power, you also take on
its
world designation, so it's near impossible to have a holding ready to
attach
to it. Finally, remember that even if the copied realm is razed
or
removed from play, the Land of Legends keeps this power until being
removed
from play.
This realm is a nice
addition
to the underdark set, allowing now any realm to be attacked via an
underdark
realm. This will be very useful for attacking some of the hardest
to attack realms, including any realm turned AD&D
by the Bitter Knoll [DU-36]. This does not allow attackers free
reign
through holdings (like the Temple of Death [RR-27] or through
requirements
(such as with Anytown, Anywhere [4th-70]). Also, it only removes
movement restrictions, so cards like The Lost City [RR-16] still must
be attacked with AD&D champions. This completes the set
for Under________ realms, but isn't one of the strongest, since
AD&D
realms are not as popular or as hard to attack as some other
worlds.
Outside of pure Underdark world decks, I wouldn't expect to see this
realm
often used.
The Oracle at Delphi is a
very powerful card. First off, being able to defend itself at
level
10 (13 with world bonus) and being immune to champion powers (being
powerful
due to immunity activating before the attackers power) makes the Oracle
one of the strongest realms able to defend itself. It would also
work well with the Living Earth [4th-506]. There is an advantage
to someone who can attack and raze this realm, in getting a rule card
into
play. Someone wanting to take advantage of this power should
attack
with Tithian [1st-301], or use Tarrasque [FR-1] or Raze [BR-59] to raze
the realm with little conflict. However, for a defender who is
successful
(note, they don't need to earn spoils, just win, like with Unnerving
Aura
[DL-69]), victory brings sweet reward, as the realm defender (not
necessarily
the realm owner, as with Weasel Attack [3rd-428]) may search her deck
and
put any rule card into play. This card should be used in any deck
that focuses on Rule Cards to win, such as City States [RV-30], Nullify
Magic [PO-86], Antimagic Cloud [PO-16], Things That Go Bump in the
Night
[TU-69], Taxation [BR-c18], Nobody Wins! [4th-490], Negative Planar
Energy
[NS-73], A Sure Thing [NS-74], or Out of Phase [IQ-54]. Any
holding
that would make this realm hard to attack probably shouldn't be used,
as
it in the combat that the Oracle shines. This realm will find a
home
in almost any deck that uses a rule card to move to victory!
Bastion is an interesting
realm with a very high price. This AD&D realm may defend
itself
as a level 7 hero (10 with world bonus), which is fairly good.
Bastions
power is very strong; you may send any non-realm card to the
void.
Just using this power needs to at a well chosen moment. You will
want to discard a card central to the opponent's theme, such as a rule
card,
dungeon, or a champion the opponent wishes to imitate (such as
Highmaster
Illithos [DU-c21]). Also remember that using this power is during
phase 0, and must be used from play, so it must be protected for a full
turn before using its power is even an option. However, the price
of this card is high. Bastion must be sent to the Void, and you
also
must raze another realm you own to activate this power. Since
this razing is voluntary, it goes around card powers like Nibenay
[1st-227], however can work well with Mithas [DL-1]. With this
cost, it can only happen once per game, so building a deck around a
combo
using Bastion is very difficult to near impossible. This card
might
work well for a sideboard (for such tournaments that allow them), but
other
than that, the cards cost makes it not worth carrying most often.
Thorbardin is a decent
realm
for a dwarf themed deck, but should never be used for any other reason,
as only dwarves (champions and allies!) can be used to defend it.
Thorbardin does have some nice abilities. The first is being
immune
to offensive spells. While that immunity doesn't pass on to its
defenders,
that does mean the realm is safe from Disintegrate [1st-393], Estate
Transferance
[3rd-437], and Creeping Doom [FR-29]. The other interesting power
of Thorbardin is very defensive. Any dwarf defending the realm
may
be sent to the Abyss to immediately end the attack on this realm
(unless
the attacker is immune to realm powers) with no victor. Now, this
isn't typically the dwarven way, but heroic martyrdom doesn't
hurt.
The best way to use this card is do dump a defending dwarf ally to seal
the gates (the power doesn't state champion, but since it says
defending,
the ally must be in battle), or to send a dwarf about to die anyway to
the abyss to use this power (like when the defender no longer has
support
cards left to continue the battle). This is a pretty solid
defensive
realm that will be very difficult for the opponent to get rid of, but
again,
unless the deck is at least mostly dwarven, the risk isn't worth the
gain.
Quasqueton is an
interesting
card for many reasons, giving additional strength to many decks,
particularly
those using the Labyrinth of Castle Greyhawk [DU-6]. First off,
Quasqueton
can defend itself as a level 1 champion (level 4 with world bonus),
which,
while minor, is still another level of defense for the realm.
New,
and probably most significantly, only champions of base level 5 or less
can attack. This makes probably the best defender for this realm
Bilago Lumen [PO-17], who drains his adjusted level from the
opponent's.
Since Bilago starts at level 5, this could mean many instant wins for
this
realm. The only way to protect attacking champions is to use many
attachments, and that leads nicely into the third power of this
realm.
If an attacking champion is defeat (not just discarded), any magic
items
or artifacts stay with the realm (regardless of whether the attachments
would be going to the discard pile, hand, or pool). Every future
defender may use those attachments, making this snowball especial tough
to raze through combat after one successful defense. A defender
MAY
use multiple artifacts held by this realm, but only if the defender
does
not have any artifacts already attached. Some good holdings to
attach
to Quasqueton would include the Ancient Arms of Furyondy [3rd-146] or
Fortification:
Parapet [4th-84]. This very tough to beat realm will see play
time
in many good decks in many different settings, and should be considered
for many of your own decks.
As
any veteran Spellfirer knows, the Temple of Elemental Evil seems to get
into many decks and almost every deck. Now, there is this good
alternative.
So lets see how it works. First off, aside from being Greyhawk
(which
means it can be protected by things like The Labyrinth of Castle
Greyhawk
[DU-6]), this realm offers you no defensive power, so most often you
want
it in a protected position if possible. To use it's powers to
best
effect, we need to figure out when it is best played. If played
early
in the game, it does prevent opponents (and yourself) from playing the
Temple. This takes the entire reason away from playing with the
Temple,
unless, of course, if the Village of Nulb is razed. However, to
beat
the Temple into play, it usually needs to be played so quickly that
it's
not protected in the formation. Therefore, it is easy to lose the
benefit of the card, as the Village's power doesn't renew upon unrazing.
The
other time to play the card is when the Temple is in play. If
that
happens, the temple's owner (even if the Temple is razed) loses three
cards
from their hand, and more importantly, the lose is random. Random
card lose is very bad, as any player who played against Hettman Tsurin
can tell you. This can often kill important counter cards waiting
for the right start. however, it should also be noted that many
players
have very little in their hands after their turn, or keep a lot of junk
in their hand.
The
power is strong, but I'm not sure it's enough reason not to play the
Temple
(which one would obviously not do in the same deck as the
Village).
I find that in tournaments, getting the cards fast usually out weighs
the
penalty of losing cards later. In casual play, people love to
hammer
on speed cards, so this one is a great choice (or reason to play
neither,
as not playing a realm because it is also out often happens too for
popular
realms). Either way, players of the Temple now must be more wary
then ever.
This support card can be
very strong for an adventurer themed deck. First off, it is
important
to note that it is a Birthright holding, and therefore any adventurer
deck
needs to carry a few to possibly use this card, since it must be
discarded
from play. Being able to get all adventurers from the discard
pile
to hand is an incredible power, and can potentially change the shape of
the game, especially if played late. The biggest disadvantage of
the card is that it must stay in play for a full round of the table
(since
you can only play it in phase 2, and only use it in phase 0).
Therefore,
the best way to play this card is just before you use a card to gain an
extra turn, as with Caravan (1st-319) or Ancient Kalidnay
[AR-92].
It might even be a decent enough reason to use Biding Your Time
[BR-22],
though that event is most often too risky to bother carrying. To
help protect this holding until you can retrieve your adventurers,
consider
attaching it to The Gorgon's Crown [BR-4] or the Shining Lands [AR-87],
which both have great immunities. If attached to a safer realm
such
as these, you might actually leave it in play long enough that the
other
powers can come into effect. However, those powers are very
similar
to using Photed [4th-289] and Dearlyn Ambersong [DU-44] (with the
exception
that the Adventurers' Guild protects against Con Game [DU-82], thought
by some as enough reason to carry the card), and thus are not very
consequential.
In practice, you will find the best time to discard this holding, but I
find it worth it at about when about 5 or more adventurers are in the
discard
pile (my Adventurer deck has almost 19 or 20 champions, so adjust your
cut off line based on your total). This is a great addition to
the
adventurers' arsenal, and should be used whenever possible for such
decks.
In many ways, this card
is
just waiting to be abused by any speed deck. Drawing two extra
cards
is a huge advantage (it nearly doubles the card advantage. The
reduction
of hand size is painful, but can be overcome, making realms like Myth
Drannor
[1st-13], The Great Kingdom [1st-123], and Cariele [4th-50] good
candidates
to be played in the same decks or even to get Castle Moovania attached
to it. Drawing the extra cards is usually worth it, since card
advantage
is often what tournament level Spellfire is all about. The
feature
of being able to be attached to any realm also means it is appropriate
to put in many different decks. The biggest penalty of having a
reduce
hand is the inability to carry surprise combat card and counter
cards.
To account for this, counters that work from in play only, like
Delsenora
[1st-c10], Vaerhirmana [3rd-263], and Bigby [RR-28], to name just a
few.
Any deck looking for tournament power, or any speed deck will find with
a welcome addition, but most combat decks (often having large and
loaded
hands) would avoid this holding.
Trojan Horse is a very
interesting
holding. As of Inquisition, it is the only holding a player may
attach
to an opponent's realm, and he must do this during phase 2 (just like
any
other holding). Attaching this to an opponent's realm has three
effects.
The first and least is that every champion is at adjusted level
-1.
This actually won't help much, and more often will allow the defender
to
play the first card into battle. The second is more useful.
It allows any player (not just the one playing the holding) to attack
the
realm. Position and movement restrictions are moot, making realms
like the Coral Kingdom [FR-11] very vulnerable. However, the
second
power does NOT remove requirements or non-movement restrictions.
Therefore, realms like the Spiderfell
[BR-3], The Ruins of Zhentil Keep [3rd-3], and Anytown, Anywhere
[4th-70] are still as difficult to attack,
and make a great defense against this card. The final power is by
far the best. The attacking player may choose who defends
it.
Therefore, this is an excellent way to be able to remove problem
champions,
like Tasslehoff Burrfoot [DL-39] or Necba the Wrathmaker
[DU-c14].
This works particularly well with instant win champions to give the
opponent
no chance to win the battle. However, it should be noted that the
defender doesn't need to defend, and can just allow the attacking
champion
to raze the realm, removing the holding. Also, one could defend
against the Trojan Horse by having all his realms have holdings,
allowing
no place for this holding to get played. However, one card to
assure
spoils of victory is a good card play. Finally, the best revenge
against someone playing this holding on you is to turn it back upon
them
by using Hallucinatory Terrain [FR-42]. This is a very good card
for a combat deck that hates facing the unattackable realms.
This is a nice card that
will help counter the "camping and killing from a distance" type
decks.
The Oracle's level makes him usable in any deck that has less than 20
champions.
This counter can also be used if an opponent has him in play, since he
may be discarded from hand. This power may only be used once, but
can be very useful. Stopping common tournament cards like
Cataclysm!
[1st-99] or Disintegrate [1st-393] could mean the difference for many
decks,
but it should be noted that the cards he affects are quite limited, and
popular cards he has no effect on include Estate Transferance [3rd-437]
(since it doesn't discard, but sends to the Abyss) and Psionic
Disintegrate
[DU-73]. Even with Mij's restrictiveness, he will get himself
into
many tournament and fun decks, due to the impact and popularity of the
cards he affects. While he can only be used once, that one time
will
often be enough to be the difference between victory and defeat.
Tagor is an interesting
champion,
but not appropriate for most decks. This psionicist isn't fitting
for most psionic decks, but couples well with some psionic powers, like
Complete Healing [PO-67] and Intensify [PO-89]. Primarily useful
for decks focused on allies. This defensive ability isn't useful
against non-ally decks, so Tagor's power will often not be used.
However, being able to protect yourself from cards like Brine Dragon
[DL-45]
or Master Illithid [DU-53] could be very useful. Not saving the
champion
though still makes this champion less useful that ones the restrict
allies
from being played (like Cistern Fiend [3rd-282] or Tergoz Tenhammer
[3rd-60])
or makes the champion, and therefore his allies, immune to ally powers
(like the Ghostly Piper [AR-10]). In other words, you should be
able
to find another card better than Tagor unless you really want to couple
psionics and allies.
The Enchantress is a good
champion for many decks. Being able to use both blood abilities
and
wizard spells, she is immediately a good candidate for a deck that
focuses
on either and dabbles in the other. Her power is a little
confusing,
so here is the break down. Before combat means it activate first
in battle, usually before the attacker (though Agis [1st-261] would be
able to use his power first as it also is before combat). When
defending
(realm or otherwise), she negates the attacking champion's power,
including
immunities (unless the immunity is to champion powers), and therefore
the
strongest offensive cards would be good attachments for the
Enchantress.
Will she win the battle for you quickly? No, but she'll give you
a fighting chance, and that's all most decks want.
Like many Dragonlance
wizards,
Saldon's effectiveness is tied to the time of day for the game.
Because
of this, this is a great card to put in you decks for relaxing games on
the weekends or early tournaments. Saldon's low level is balanced
by his power to double the icon level of any card in play, and the fact
that it can meddle every round means he is a great card for support
heavy
decks (ally, war spells, etc.). Also, this is a great card for
team
play or decks meddling with opponent battles (working well with cards
like
Foulwing [TU-76] or Nomad Mercenaries [3rd-256]). The biggest
problem
with Saldon decks is that it requires additional cards, and other
additions,
like those of the Triumverate Realms or the automatic ally of the
Orcish
Shaman [IQ-18]. Therefore, the most effecive decks for Saldon
would
be large format (75 or 110 card decks).
While there are not many
orcs in Spellfire, many of them become stronger when others are
played.
If you are trying to play an orc deck, this champion is useful because
it can give you two in battle (champion and ally), as opposed to the
regular
one. However, if you are not using an orc deck, the Shaman's only
usefulness is being able to cast both wizard and cleric spells.
The
+5 tribe can be useful, but not greatly so, as it isn't a strong enough
bane against the evil Blamblower [DL-56], which requires 6 levels be
discarded
from battle. This champion doesn't stand out as extremely useful,
but makes nice filler for a deck that can think of nothing better than
a 4th level champion to cast most spells that is a little stronger in
combat.
However, I'd avoid it for tournament decks; you will want a stronger
card.
Aramil is a quiet,
unassuming
champion that could be very useful. His level makes him useful in
a variety of situations, and makes a good defender against the Living
Wall
[PO-58]. Arami's immunity is relatively minor, since most decks
don't
carry many psionic power cards, but his immunity does make him a nice
combo
card with Control Winds [PO-74], as his immunity means he could keep
his
champion powers. The more interesting power is the one that lets
him steal an ally as it is played. Since many allies that are
played
in tournament decks are instant defeats, this power could be very
useful for giving his player a better chance of winning. However,
the choice of when to use the power is rough, as often an opponent will
not play her best ally first since that power is waiting to
activate.
I would save the power to either any point where you've run out of
support
cards to use, or when the opponent plays an ally that would instantly
defeat
you (such as the Dreaded Ghost [4th-246] or Intellect Devourers
[3rd-86]), since Aramil being in play first means he activates before
the just played ally.
He is a good champion that will be seen in a variety of decks and
situations, though not many tournaments.
Dragon Mountain Kobolds
are
one of the most fun decks to play with. You don't just use
one of them, you make it the entire focus of the deck, as they grow
stronger
when together, just like adventurers. However, there are some
major
worries when playing with a DMK deck. Another player can steal
all
your Kobolds if they have both Infryana [DR-26] and Dragon Mountain
[DR-2]
in play at the same time, something not to rare if your opponents play
dragon decks, which is a common theme. However, the best solution
(to destroy one before the other comes out) isn't an option, because if
either leaves play (regardless if both were in play or not) all DMK in
play are discarded. This is the best reason NOT to put Infryana
or
Dragon Mountain into the deck, because if you need to play them, you
expose
your deck's Achilles' Heel, and if you carry them in your deck and
don't
play them, you are just left with dead cards in your hand.
Therefore,
don't put those two cards in the deck, regardless of how well it fits
the
theme. Fit in a few other champions just in case the worst
happens,
but try to fit as many as you can. Can this theme make a good
tournament
deck? Not likely, as the DMK have no immunity to the opponent,
and
only have a truly notable level when you get at least eight of them in
the pool at the same time. However, if you are truly in a fun
mood,
a DMK/War Party [3rd-54] deck will keep you reaching for a calculator
:)
Luccia is another solid
adventurer
for an adventurer deck. Being a hero able to use thief skills,
she
is not restricted by the Guildmaster [NS-28]. She may summon her
griffin ally to make her a flyer (she is not a flyer without the ally,
so when she attacks a realm by flying, the ally has automatically been
summoned) any time during battle. While her power doesn't require
any other adventurers in her pool, in only works for other adventurers
(thus only being suitable for an adventurer deck), and only works when
Luccia is in the pool (not when she is in combat). Her defensive
power works very well in an adventurer deck though, allowing
adventurers
use their powers first. More importantly, it allows the
adventurer's
attachments activate first, so this card combos well with instant win
attachments,
such as the Vorpal Blade [FR-56] or Ebony Cup of Fate [FRc8], among
many
others. I'd recommend this card for any adventurer deck.
While Mij Draw, yet
another
card based upon the legendary Jim Ward, can be a fun card to build a
deck
around, I could never recommend it to any deck. Until Mij wins an
attack, he is just a card with a negative power. His second power
only works for those cards designated groupies, and thus, if he wins a
defensive battle with no groupies in play, his player gets no spoils
(worse
than a champion with no power). If he wins a round attacking, and
can get a groupie, he is average when defending, and only gets beyond
Dagrande
[3rd-82] once he's won three or more rounds attacking. Also,
remember
that the opponent doesn't defend when Mij attacks, Mij doesn't get a
groupie,
as he never wins a round of combat. Add this to the fact that he
has no powers to help him actually win the battles, and Mij Draw
doesn't
shake up well. However, if you do decide to use him, the best
combo
with him is the Cloak of Displacement [BR-34], to let him attack more
than
once a battle and build up a bigger following. His uselessness
fits
this champion, as he is a epitome of purity, but uses groupies to his
advantage
:)
This adventurer should
only
be considered for a tightly themed adventurer deck, as Karistyne
requires
other adventurers to activate. However, Karistyne's power is
immediately
more useful than most adventurer's in 4th edition, as her power does
not
require her to be in the pool to keep in active. If Karistyne's
player
has at least 3 other adventurers in play, this card is very similar to
the dungeon Mausoleum of the Zombie Master [DU-1]. Her power
protects
all adventurers the player owns from being sent to the Abyss for
any reason. While this prevents you from doing this also, so far
no adventurer needs to be discarded to the Abyss to activate it's
power.
As long as you don't include any cards that require you to sacrifice a
champion to the Abyss, this would be a perfect addition to any
adventurer
only deck and supports the adventurer theme well. Outside of an
adventurer
deck, you should never see or use this card.
Silversun is an
interesting
card. Being a level 9 cleric, she is one of the most powerful
clerics
in the game, behind Nemon Hotep [NS-67], Jerome Kazinskaia [IQ-25], and
many avatars. Her purely offensive power (she's just a random
schmuck
when defending) is a use it and lose it type power. If she wins
when
attacking a realm (note: attacking anywhere but a realm does not
activate
Silversun's power), she MUST be discarded and the realm razed (unless
the
realm negates her power, like Griff Mountains [DR-5], in which case her
power doesn't activate at all). For an instant win deck (using
cards
like Dreaded Ghost [4th-246] or Blamblower [DL-56]) this can be very
useful,
getting spoils to hopefully get another realm. However, most
decks
like to keep high level champions in play, so a deck hoping to make
maximal
use of this card needs cards to bring her back from the discard pile,
like
Coming of the Pheonix [RR-56]. I'd only suggest using Silversun
in
a deck that focused on instant wins and has lots of other champions to
fill in the gap when Silversun is discarded.
Jerome is an interesting
card with many options available to him. The first line has the
feature
that he is immune to the power for the Arch-Druid [1st-189], allowing
him
to cast any spell he may normally do. This immunity also extends
to putting the Talisman of the Beast [DR-75] and still be immune to the
Lareth, King of Justice [DR-31]. This does not protect his wizard
spells (if she attaches something like the Viperhand [1st-103]), as it
specifies cleric spells. The second part of his power is a choice
between two options each turn. For an ally deck, during phase 3
(including
right when he is first played into the pool), he may retrieve an ally
without
either the undead or werebeast attribute. There are many good
allies
available for this and makes Jerome a good addition for any ally deck
(or
deck that uses a few good battle stopping allies). The other
power
can be even more useful, in that during phase 5 (after combat), he may
retrieve a defensive cleric spell from the discard pile. Good
examples
spells to get include: Divine Intervention [DL-81] (to get both a
champion
and any ally), Thrice Heart Cup of Balder the Red [FRc1],
Intercession
[RR-48] (bluelined to defensive), Dispel [4th-400], Locate Object
[4th-422],
or Atonement [IQ-69]. Any deck that uses these often could do
well
carrying this card (and with Dispel there, many tournament decks should
be expected to carry it).