Dissecting an Inquisition

        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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#1 - Castle Arborgate
Greyhawk Realm
"This realm is immune to offensive spells, psionics, and harmful events.  If discarded from any hand or deck by an opponent's action, put this realm into play and place all other Castle Arborgates in play in the Void regardless of any other cards special power."

        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.



#2 - The Shadowlands
AD&D Realm
"When played or rebuilt, this realm steals the power of any other realm in an opponent's formation, which is now considered to have no special power until this realm is razed or discarded."

        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.



#3 - Arena of Dori the Barbarian
AD&D Realm
"This realm is the home of combat.  In phase 4, in place of attacking a realm, any player during their turn, may attack another champion in an opponent's pool.  The winner of this fight gets spoils.  The loser is goes to the discard pile, regardless of special powers."

        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.



#4 - Land of Legends
AD&D Realm
"When this realm is played, it may copy the world designation and special powers of any realm an opponent's formation, except Ancient Kalidnay, Menzoberranzan, or Avanil."

        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.



#5 - Hollow World
AD&D Realm
"Underdark.  This realm extends under all opponent's AD&D realms, allowing them to be attacked by this player's champions and allies, regardless of position or restrictions."

        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.



#6 - The Oracle at Delphi
AD&D Realm - Level 10
"Can defend itself as a level 10 cleric that is immune to the powers of opposing champions.  If this realm is razed, the attacker may search his draw pile and put any rule card into play.  If successfully defended, the defender may do so instead."

        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!



#7 - Bastion
AD&D Realm - Level 7
"During this players phase 0, this player can send any other non-realm card in play to the Void by razing another realm in this players formation and discarding this realm to the Void."

        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.



#8 - Thorbardin
Dragonlance Realm
"Thorbardin is immune to offensive spells and can only be defended by dwarves.  Any dwarf defending this realm can be sent to the abyss to seal its mighty gates.  The attacker returns to its pool and the battle ends with no spoils."

        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.



#9 - Quasqueton
Greyhawk Realm - Level 1
"This realm can only be attacked by champions of base level 5 or less.  If the attacking champion is defeated, all attached magic items and artifacts stay with this realm (until it is razed or discarded) and can be used by its future defenders (regardless of world designations for artifacts)."

        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.



#10 - Village of Nulb
Greyhawk Realm
"While this realm is in play, the Temple of Elemental Evil cannot be played.  If played when the Temple of Elemental Evil is already in play, that player must immediately discard 3 cards at random from his hand."

        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.



#11 - Adventurers' Guild
Birthright Holding
"During this players phase 0, this player may return all adventurers from his discard pile to his hand by sending this holding to the Abyss.  All of adventurers in play gain 1 level and are immune to thief skills."

        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.



#12 - Castle Moovania
AD&D Holding
"This holding can be attached to any realm.  Draw 2 extra cards during your draw phase, but your hand size is reduced by 4."

        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.



#13 - Trojan Horse
AD&D Holding - Level -1
"Attach this holding to any realm belonging to another player.  The realm may be attacked by any player, regardless of position or restrictions, and each defending champion defends at a -1 from his adjusted level.  The attacker chooses who will defend."

        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.



#14 - Mij Reltub, the Spellfire Oracle
AD&D Hero Level 0
"This champion may be sent to the Void from pool or hand to stop any event or spell that razes or discards realms.  The card stopped is also put into the Void."

        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.



#15 - Tagor Migor
Dark Sun Psionicist - Level 6
"In combat, this champion may use his chameleon power to make his allies (only) immune to the special power of opposing allies for the remainder of this combat round."

        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.



#16 - The Enchantress
Birthright Regent - Level 5
"Can cast wizard spells.  Before combat, only when defending, she can enchant the opposing champion, causing the champion to lose its special powers for the duration of this combat round."

        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.



#17 - Saldon the White
Dragonlance Wizard - Level 2
"This champion can double the level of any card in play once per combat round, even in a combat where he is not involved. Between 6AM and 6PM, he can double the level of any one additional card in a combat in which he is involved."

        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).



#18 - Orcish Shaman
AD&D Cleric - Level 4
"Orc.  Can cast wizard spells.  This champion's Orc tribe counts as a permanent +5 ally for this champion."

        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.



#19 - Aramil of Tusmit
Greyhawk Psionicist - Level 5
"This champion is immune to psionic power cards.  During combat, Aramil may use his superior mind control powers to steal a just played opposing ally."

        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.



#20 - Dragon Mountain Kobold
AD&D Monster - Level ?
"Limit per deck: Up to the Maximum number of champions per deck.  Immune to Rule of the Cosmos. Adjusted level is equal to the number of Dragon Mountain Kobolds in play.  If Infryana and Dragon Mountain are in play and belong to the same player, all Dragon Mountain Kobolds in play go to that players pool.  If either leave play, then all Kobolds in play are discarded."

        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 :)



#21 - Luccia
AD&D Hero - Level 5
"Adventurer. Flyer.  Can use thief skills.  Luccia has a +7 flying griffin mount as her ally and makes Luccia a flyer.   She is a great scout, thus when she is in the pool, all adventures may use their special powers (and those of attached cards) first when defending."

        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.



#22 - Mij Draw, the Epitome of Purity and Might
AD&D Hero - Level 5
"If this champion wins a round of combat while attacking, he may look through his draw pile and put into play any (obviously) female champion as a "groupie". If he successfully defends a realm, he gets a number of spoils equal to the number of "groupies" in his pool."

        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 :)



#23 - Karistyne
Greyhawk Hero - Level 8
"Adventurer.  Can use cleric spells.  If owned by a player with at least 3 other adventurers, none of this player's adventurers can be sent to the abyss for any reason by any player (even this one)."

        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.



#24 - Silversun
AD&D Cleric - Level 9
"Silversun was driven insane in her quest for a balance between good and evil.  If she attacks and wins a round of combat, the realm is razed, but she is discarded."

        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.



#25 - Jerome Kazinskaia
Greyhawk Cleric - Level 10
"Jerome does not need permission to cast any cleric spell.  During this players turn, Jerome may do one of the following: During phase 3, he may retrieve from his discard pile any non-undead/werebeast ally.  Or, during phase 5, he may retrieve any one defensive cleric spell from the discard pile."

        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).


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