Grading a Millennium

        In the late spring of 2002, Spellfire added its second on-line expansion that is official for all tournaments.  Created by the Triumverate (Mike Heubbe, Steve Naus, and Hayden William Courtland), this set brings us dice in Spellfire, causing many rifts in the Spellfire community.  However, for the most part, people have come together to support this expansion and the game we love.  Many different support cards were in this set, and helped make up for the fact the Incantations was never made.  Enjoy!

There is one general rule regarding dice that needs a clear statement.  A "0" that comes up on a die is always a 10, not a 0, and will have a very big impact for cards such as The Fates [BR-c9]

Quick Jumps:
Allies: (17) Duergar [MI-1]; Mountain Dwarf [MI-2]; Ranger of the Highlands [MI-3]; Olive Slime [MI-4]; Locust Plague [MI-5]; Bumbling Idiot [MI-6]; Death Knight [MI-7]; Aurumvorax [MI-8]; Crypt Thing [MI-9]; Shrieker [MI-10]; Blink Dog [MI-11]; Reef Giant [MI-12]; Desert Giant [MI-13]; Cooshie [MI-15]; Phoenix [MI-16]; Cockatrice [MI-17]; Solrac [MI-18]
Artifacts: (10) Defilers Crown [MI-19]; Doomgrinder [MI-21]; Strahd's Medallion [MI-23]; Egg of Emulation [MI-25]; Treasures of Netheril [MI-27]; Crown of Dragon Royalty [MI-28]; Bloodstone of Fistandantilus [MI-30]; Madame Griselda’s Tarroka Deck [MI-32]; The Forgotten Idol [MI-34]; Ring of Displacement [MI-36]
Blood Abilities: (4) Corruption [MI-29]; Absorb Spell [MI-31]; Law & Order [MI-33]; Desparate Consultation [MI-35]
Champions: (10) Feinoue, Void Shaper [MI-14]; Amish Nick [MI-41]; Ariakan [MI-56]; Kronos the Titan [MI-62]; Gellidus, Dragon of Ice [MI-73]; Louie the Pit Boss [MI-74]; Gib Nedyah [MI-75]; Bansmareton [MI-79]; Kalator [MI-80]; Wealthy Oriental Vassal [MI-81]
Cleric Spells: (8) Sacred Flame [MI-37]; Consequence [MI-38]; Animate Dead [MI-39]; Magic Font [MI-40]; Withdraw [MI-42]; Dispel Evil [MI-43]; Unholy Word [MI-44]; Animate Object [MI-45]
Dungeons: (2) Barracks of the City of Greyhawk [MI-49]; Two Fisted Player [MI-51]
Events: (7) Turncoat!!! [MI-46]; Insanely Good Fortune [MI-47]; Conspiracy! [MI-48]; Kamikaze! [MI-50]; Kender Taunting [MI-52]; Great Depression [MI-53]; A Horrible Mistake [MI-54]
Holdings: (1) Poisoned Oasis [MI-68]
Magic Items: (7) Fedifensor [MI-55]; Cloak of Protection [MI-57]; Club of Bashing [MI-58]; Sling of Seeking [MI-59]; Necklace of Fangs [MI-60]; Cupid's Arrows [MI-61]; Chaos Wand [MI-63]
Psionic Powers: (8) Aversion [MI-64]; Mind Alteration [MI-65]; Absorb Disease [MI-66]; Teleport Other [MI-67]; Body Control [MI-69]; Awe [MI-70]; Ballista Attack [MI-71]; Cannibalize [MI-72]
Realms: (4) Dark Cloud [MI-83]; The Yatils [MI-85]; Assembre [MI-87]; Elven Towers [MI-89]
Rule Cards: (3) Inverted Pyramid [MI-76]; Humility [MI-77]; Hornung's Randomness [MI-78]
Thief Skills: (4) Gamblin' [MI-20]; Rigged Dice [MI-22]; Jail Break [MI-24]; Under Handed Deal [MI-26]
Unarmed Combat Cards: (9) Knee to the Groin [MI-91]; Stomp! [MI-92]; Heaven & Earth [MI-93]; Tsuki Kotegaeshi [MI-94]; Headbutt [MI-95]; Roundhouse [MI-96]; Trip [MI-97]; Stunning Fist [MI-98]; Whirling Dervish [MI-99]
Wizard Spells: (5) Entropy Shield [MI-82]; Melf’s Acid Arrow [MI-84]; Control Weather [MI-86]; Polymorph, Any Object [MI-88]; Leomund’s Secure Shelter [MI-90]

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Duergar
Ally +2
Dwarf. The next card played by the opponent that is not defensive, loses its special power and level bonus (discarding Duergar).  May also be discarded from hand to negate the effects of the Blamblower.
#01 of 99

        This dwarven ally is very low in level, but can none the less cause major annoyance for an opponent.  When played into battle, when the opponent has to play another card (not when they use cards already in play), the next card must be labeled defensive or have its level and special power lost.  This means that the next card, to be effective, can not be an artifact or an ally, since VERY few of those cards are labeled offensive or defensive.  If the card isn't defensive and loses its power and level, the Duergar is discarded (though the effect remains, against the normal rules).  More important is its second power.  It is the only card that can be discarded or played from hand to stop Blamblower [DL-56] from destroying cards after it is discarded aside from Unavailing Sacrifice [IQ-42].  Normally, if the Blamblower is discarded from combat and the opponent doesn't have at least 6 levels of allies IN PLAY,. the Blamblower destroys the opposing champion.  Duergar is the solution to that, and for that reason alone, some will use it in tournament decks.  However, most silver bullet cards (those targetting just a single problem card) don't get played since they are near useless if drawn late in the game (after the targetted card has been used) and very weak when not affecting the targetted card.  Therefore, hard core opponents of the Blamblower will use this in almost any setting, but others will never use this card.  Use of this ally, as with any silver bullets, is based on how often you are used to having this card hose you.



Mountain Dwarf
Ally +6
Earthwalker.  Automatically defeats a monster if attached to a hero.  Automatically defeats an undead if attached to a cleric.
#02 of 99

        The Mountain Dwarf is a good theme support ally.  This dwarf is an earthwalker, allowing it to attack many realms, and its +6 bonus is enough to easily sway a battle.  Additionally, it can instantly defeat some champion types.  It can destroy a monster or any undead if attached to the right type of champion.  This supports the dwarf theme well, since the most common champion types (in order) are heroes (to defeat monsters) and clerics (to defeat any undead champions or destroy undead allies).  This could be useful for some tournament decks, since it can end combat quickly and efficiently, and has a decent bonus when it can't instantly win, but its iffy nature (since you must combo it with the right type of champion) will make many people shy away from this card in tournaments.  As such, aside from the occasional tournament, it will likely only see use in dwarf fun decks (or hero or cleric decks), since other themes are less likely to choose this ally, because most fun decks love long combat, not instant victory.  Don't let the recycled art fool you.  This ally can be quite effective for the right deck.



Ranger of the Highlands
Ally +5
No more than one card of any type can be played against the attached champion.
#03 of 99

        This bluelined Elf can be an interestings card that can truly annoy an opponent.  The Ranger of the Highlands' +5 bonus is enough to usually sway a battle, but won't overpower it.  However, in a long battle, it could be the deciding factor.  After the Ranger has been played, the opposing player can not play into battle any card which is the same type as one they already have in play (if the opponent has an ally and a magic item already on their champion, they can not play either of those two types during the battle).  If the Ranger is player after multiple of a card type is played (for instance, the opponent already has 3 allies in the battle), those cards are allowed to stay, but not more can be played by the opponent.  This can be very annoying to fun decks with support themes (since most combat cards are of the same type), but will have little affect in tournaments, since battle there is most often short with victory using instant victory cards.



Olive Slime
Ally +2
When played into combat, discard all the attached cards currently in battle on both sides, and only Olive Slime remains.
#04 of 99

        The Olive Slime is an interesting ally that completely resets battle.  Very similar to the Torments of Sisyphus, this ally discards all other cards from battle except for the two champions.  This in itself can end battle (as an inventive way to defeat a Magical Champion [2nd-402]), but most often starts the battle anew.  However, when used with a high level champion without attachments, bis can be great, wasting the other player's card from battle.  This can not be used as a counter card, so if an opponent's card kills your champion, this card is not help.  However, it can be a nice card to get card advantage over an opposing player.  The only reason to play this ally is the resetting power, as the +2 bonus is usually insignificant.  This advantage can be maximized with a champion immune to ally powers (since he would not be required to discard from battle), such as the Ghostly Piper [AR-c10].  This ally will see itself in many different fun settings, but not often in tournaments, since most combat cards in major tournaments aim to end combat quickly with instant victory.



Locust Plague
Ally +5
Earthwalker.  Play on an opposing realm during phase 3.  Acts as an ally for any champion attacking the realm.  Stays with razed realm if not discarded through combat. A razed realm cannot be rebuilt while Locust Plague is attached to it.
#05 of 99

        The Locust Plague in a very unique ally.  First off, it is not played into battle normally; it must be played during phase 3.  The Plague must be attached to an opponent's realm, though this realm doesn't have to be one it can attack (can still be attached to a realm restricting earthwalkers), and can even be razed.  Any champions attacking that realm (including champions attacking when the realm is razed, like the Spider [BR-65]) get the benifit of having this +5 ally help (unless the Plague is restricted from attacking there).  However, in battle is when the ally is the most risky, as it is vulnerable to any method of destruction while in battle.  The most important facet of the Plague is that a razed realm it is attached to cannot be rebuilt (in can, however, be replaced).  This is a great method to stop someone from rebuilding their realms with events to win the game.  Therefore, since rebuilding is a very common sight in tournament games, this card will show up in tournaments.  This can also show up in fun decks, though its weakness in combat means it won't be as strong.  I only wish it could be attached in phase 5, after razing a realm :)



Bumbling Idiot
Ally –5
Can be played into any combat on any champion.  The champion and all of its attached cards (except this one) lose all abilities.
#06 of 99

        This ally can fit into many different themes and cause all sorts of havoc.  First off, this champion can be played into any combat on any champion, which makes him great for multiplayer games.  You want him to be on any champion but your own.  Then, after he has been attached, all the champions attached cards except for the Idiot) lose their special powers. Also, since this ally is "helping" the targetted champion, any power to discard an opposing ally can't get rid of the Idiot.  The targetted champion loses 5 levels (as per the Idiot's bonus), and loses all powers.  This includes the powers of all attached cards already attached and all future cards the champion's player adds.  This can spell a quick victory, especially in tournament quality games where special powers and instant victory cards rule battle.  Worse yet, keeping the idiot away battle is very tough.  Some events can help (like Mist Wolf [1st-175] or Airship! [3rd-90]), but few cards can prevent this ally being played (except for the target not being allowed to use allies by things like the Net of Entrapment [1st-217]).  That makes the Bumbling Idiot very strong and a hidden gem in the Millenium set.  This card can be seen in almost any setting, and will eventually work itself into tournament decks for players sick of seeing quick instant combat.



Death Knight
Ally +8
When played, discards an ally already in play.  If attached to an attacking champion who is defeated in combat, Death Knight becomes a level 8 undead monster champion who returns to its controller’s pool.
#07 of 99

        Death Knight is a strong ally that is very useful for undead themed decks, since it has been bluelined as Undead by Ogre.  First off, this +8 ally (a significant bonus) destroys an ally already in play, very similar to Lurker in the Earth [DU-48].  This will often help you win a battle.  If the Death Knight doesn't win the round, it has a nice side effect.  If attached to an attacking champion (not defending) that is defeated, the ally becomes a base level 8 monster champion with the characteristic of undead.  This champion otherwise has no special power (it can no longer destroy allies), but still can be very effective for decks focusing on an undead theme.  This power is not unique (it is similar to the Red Dragon Figurine [DR-c14]), and not special enough to use outside of an undead theme deck.  However, when working with other undead supporting cards such as the Haven of the Undead [4th-71] or Ancient Arms of Greyhawk [3rd-144], this can be very nasty, and can be recycled with the Barracks of the City of Greyhawk [MI-49] or Ghost Crystal [4th-168].  The best way to stop the Death Knight's transformation into a champion is to discard him from combat before the champion loses with cards like Lurker in the Earth or Net of Entrapment [1st-217].  This card will show up in many undead fun decks, but not in other settings except large (110) undead tournament decks.



Aurumvorax
Ally +6
Earthwalker.  For each card played into combat by the opponent, roll 2d4 and add that number to the level of this ally.
#08 of 99

        This is an interesting ally that can be good if you plan to play few cards, but still win by level.  The Aurumvorax is a nice +6 ally that can earthwalk, making it a decent card to attack hidden realms with.  Better yet, the more the opponent fights against it, the stronger it becomes.  For each card (note, not ally, or spell, but physical card) played after it into combat, the Aurumvorax's player rolls 2d4 and adds the level the the Aurumvorax.  This can range from 2-8, and averages at +5.  This means after the opponent playes 1 card, it will be a +8 to +14 (average of +11), 2 cards will cause it to be +10 to +22 (average of +16), and 3 cards means it will be a +12 to +30 (averaging at +21).  This is a pretty heafty bonus for a single card from your hand.  Therefore, it is a good card to protect with champions that protect their allies (like Tagor Mijor [IQ-15]).  This will show up in many fun decks, but very rarely in tournament decks, since most tourney decks win combat very quickly using instant victory cards (not levels).



Crypt Thing
Ally +4
Can only be attached during phase 3 to a realm with a holding.  Cannot be discarded during combat by another player.  May be discarded at any time to send an opposing champion attacking the attached realm to Limbo.
#09 of 99

        Suprisingly, this card has no bluelines (it is not undead).  However, it can be a very potent card.  Firstly,.it can not be played into combat normally.  Instead, it is played during phase 3 attached to a realm with a holding.  Since it can only be attached to a realm with a holding, if the holding is discarded by any method (such as Tuigan Invasion [PO-36]), this ally is also discarded.  However, in a deck with a few holdings, this is a very powerful card.  During combat, it can not be discarded by the other player, which means ally destroying champions (like Dagaronzie, Green Dragon [1st-c6]) can not stop the Crypt Thing.  It combat, it should almost always be discarded from combat to send the opposing champion to Limbo (except when it seems the opponent wants you to do so).  Because the opposing champion was sent to Limbo from play, the defender gets to gain spoils.  Now this can't be done when the attacking champion wins instantly (like with a Living Wall [PO-58]), but it can be very effective.  If this power is not used, it is just a +4 ally that comes back every round the realm is attacked (since it is attached to the realm, not the defending champion).  The Crypt Thing is most effective when combined with a holding that has protections (such as the Geneva Conclave [Promo #2]), or when combined with the Throne of the Mountain God [4th-510], which means the Crypt Thing sends the attacking champion to the Abyss.  This is an effective card that will show up in all settings, but be rare in the tournament setting since so few holdings are used.



Shrieker
Ally +1
Can only be attached during phase 3 to an Underdark realm.  This fungus alerts defenders, allowing them to activate their powers first.  “When attacking” and “Before combat” powers of champions owned by opponents do not work while this ally is in play.
#10 of 99

        The shrieker has been officially bluelined as "Underdark."  This card is nearly worthless if not in a Underdark themed deck (or at least with a significant Underdark flavor), becoming a just a +1 ally, which is the same thing it is whenever played into battle from hand.  What makes the Shrieker worth playing is that it can be attached to an Underdark realm during phase 3.  Once "planted", the Shrieker has two powers.  First off, this player becomes immune to powers that activate "When attacking" or "Before Combat".  Examples of this kind of power include Agis [1st-261] and The Elf Prince Fhileraene [BR-89].  This even stays in effect for when the Shrieker's owner attacks (but not affecting his cards), and even when the Shrieker's owner isn't involved.  Also, when the Shrieker's realm is attacked, defenders can use their powers first, which is very important when using or fighting instant win cards.  As most of the "Before Combat" type powers aren't that common in tournaments and the Shrieker's attachment requirement, the Shrieker won't be seen in many tournament settings, but it is a great support card for fun decks using enough Underdark realms.



Blink Dog
Ally +?
May be played into a combat where this player is not involved. When played into combat, roll 2d4 for the level of this ally.  Can blink back to its owner’s hand at any time, before combat ends.
#11 of 99

        This is a very interesting ally card.  It's level is equal to the roll of 2d4 (averaging +5), and can be maximized to a +8 using Rigged Dice [MI-22] (however, the average gain of 3 levels is hardly worth using the card).  However, it has two other features that can make it very useful.  First off, it can be played into any round of battle, even when you are not involved, which makes this a wonderful support card for theme tournaments like team partner games, or just when you want to influence other players' battles.  This can be very useful, but can be done by other cards, like Foulwing [TU-76], so isn't that special.  However, any time during a battle, this ally can blink (return) to its owner's hand.  This can be incredibly useful, especially if it is in play first, and then the opponent plays a card that allows instant victory.  Since the Blink Dog was in play first, it can activate its power and get out of the battle before certain death.  This also works well when the ally if going to be destroyed by the enemy anyway (however, the Dog can only activate this way when the card is play.  Once the counter-effect time is done, the Dog can be killed by cards in play, and once that destruction is declaired, the blink cannot be used as a counter effect.  This card can show up in many fun decks, but not most tournament decks, since bonuses higher than the maximum +8 can be found, many with better powers that help win, not just recover from loss.  However, this is definitely a very fun card to play with.



Reef Giant
Ally +4
Gains 6 levels if in combat over a coastal realm.  All non-swimming champions and allies in combat against the Reef Giant lose 2 levels.
#12 of 99

        Reef giant is a decent theme card for support of good fun decks, but not strong enough for tournament decks.  This ally (bluelined as a swimmer) is strong for any swimming themed deck, since most realms set to defend with it have the coastal picture, making the Reef Giant a +10 ally.  Additionally, for each non-swimming champion or ally played by the opponent, this giant effective gives the player another two in balance (since the opponent's lose them).  Since most champions and allies are not swimmers, this bonus can be significant as well (woking much better than the similar power granted by the Desert Giant [MI-13]).  The Desert and Reef Giants together cause all opposing champions and allies to lose 2 levels, and thuse are not a bad combination together.  However, the Reef Giant only gives level modifiers, and while that is great in non-tournament games, most allies found in tournaments have even bigger bonuses or special powers that allow victory.  This, in addition to the fact that this ally doesn't give himself or the attached champion any additional defense or immunity, means this is rarely an ally that the opponent needs to worry about.  Any of the standard methods for removing allies work well to remove the Reef Giant's sometimes annoying level.



Desert Giant
Ally +5
Gains 5 levels if in combat over a Dark Sun realm.  All swimming champions and allies in combat against the Desert Giant lose 2 levels.
#13 of 99

        This giant ally is minorly interesting, but decent theme support.  In a Dark Sun deck, or attacking one, this ally becomes a +10 ally (5+5).  That's pretty good, but not the best.  Better is the fact that it is a giant, and therefore useable for that theme as well, and works with cards supporting that theme (like the Hall of King Snurr the Fire Giant [IQ-50]).  Additionally, swimming champions and allies lose 2 adjusted levels, but this bonus is very minor except against a swimming theme deck.  It is just meant to put in higher levels and batter the opponent.  For the concept, it is well done, but will only find a home in some fun decks, not any tournament quality decks, and those tourney decks that try to do so will find they could have had much better support.



Feinoue, Void Shaper
AD&D Wizard 10
If Feinoue wins a round of battle, he can either randomly draw one card from the opponent’s draw pile to send to the Void and then he goes to limbo for 1d10 turn; or he can search the opponent’s deck for one card, sending it and himself to the void.
#14 of 99

        This wizard of too many vowels was one of the most argued cards on the Spellfire Mailing List when Millenium was first published, and those discussions created this version of the card.  Feinoue's high level dictates that if you plan to use him, you must have a plan for him.  The strongest combo with him is the Arena of Dori the Barbarian [IQ-3] or Blood Challenge [BR-c20].  This allows him better chances for victory, since his power doesn't help him win.  However, once he wins, hisx power comes into affect and he has a choice.  He can either randomly draw a card from the opponent's deck and sending it to the Void (requiring a reshuffling after he acts, but not before, making Ren's Crystal Ball [1st-199] useful before attacking) and then the Void Shaper goes to Limbo for 1-10 turns (since a d10 can not give a 0 result), or he can search the deck, and send a card of choice to the Void, going along with it.  This is a high price, but can be useful to get rid of particularly nasty cards, like the Fates [BR-c23] or A Sure Thing [NS-72].  It works best when coupled with instant win allies or spells, but not magic items or artifacts, as he is sent to the Void or Limbo from battle (removing attachments).  This card will find itself into many different decks, including tournament decks, so be prepared to stop it, or at least have a Ring of Reversion [RV-63] handy.



Cooshie
Ally +3
Gains 6 levels if allied with an elf.  Can be attached during phase 3 to any elf champion, staying with the champion until defeated or discarded during combat.
#15 of 99

        The Cooshie is a nice support ally for some elf decks, but otherwise is a waste.  When not attached to an elf, this is only a +3 ally with no power, so is only possibly worth it in an elf deck.  When attached to an elf, the bonus is +9, much more worth while, and stays with the champion until discarded in combat or the attached champion is defeated (in which case the ally is discarded, even if the champion was saved.  This is very similar to Gladiators [3rd-257], which have the same effect when attached to Dark Sun champions.  The icon bonus of the Cooshie is very nice for elf decks, but still not the best available, and usually won't validate this card.  The only times you will see this card in elf fun decks, and even then it is not guarenteed.



Phoenix
Ally +8
Flyer.  During phase 0, if this ally is in the discard pile you may, roll 2d6.  If doubles are rolled, put this ally into the abyss, otherwise return this ally to its owner’s hand.
#16 of 99

        The pheonix is an interesting ally for decks focusing on combat.  The +8 icon bonus is definitely significant.  Other than the bonus and being a flyer (which is very useful for many combat decks), this card has no other combat powers.  Then, during the phase 0 of the next turn, there is an 83% chance of returning to its owner's hand.  The other 17% of the time it will instead be sent to the Abbys, probably never to return.  The roll to come back is optional and is not required, making it only worth doing if you don't have another way to return the ally to your hand (like Jerome Kazinskaia [IQ-25] or Orb of Delight [IQ-68]).  This is a nice bonus, but allies are usually chosen for their nasty powers, not icon bonus.  Therefore, this very fun card will show up in non-tournament decks, but not often in tournament decks, as the Pheonix will not defeat any champion by itself.  It is a solid support card though a definitely be seen in fun decks.  One could use Rigged Dice [MI-22] to insure the return of this ally, but it usually isn't worth the waste of the card (since it doesn't help card advantage).



Cockatrice
Ally +4
Flyer.  When this ally is played, roll 2d6.  If the roll is higher than the opposing champion’s base level, that champion is turned to stone and sent to the abyss.  If equal to the opponent’s base level, this ally is turned to stone and sent to the abyss.
#17 of 99

        Cockatrice is one of the strongest, if very random, allies in the Millenium set.  This +4 ally can send an opposing champion to the Abyss, giving instant victory to the using player.  This is more likely when the champion level is low (better than 50% chance of Abyssalizing when champion level is 6 or less).  However, there is also the chance of losing the Cockatrice permanently to the Abyss if the roll is exactly equal to the opponent's level.  This is most likely to occur when the opposing champion's base level is 7 (a 16% chance).  This risk is still very low, and only destroys the ally, not the allied champin, and therefore makes this card very worthy.  The only other card the is better against low level champions is the Intellect Devourer [3rd-86], which instantly kills champions of base level 5 or less.  If Cockatrice is combine with Rigged Dice [MI-22], this spells instant victory against all champions base level 11 or less not immune to ally powers.  The best defenses against this evil lizard-bird include immunity (like Inyrana the Dragon [DR-26]), preventing the ally from being played (like Net of Entrapment [1st-217]), or destroying it before its power can activate (like with Airship! [3rd-90]).  This card will show up in many tournament and non-tournament decks, since it is very powerful and can be used by any champion.



Solrac
Ally +5
Can be discarded from combat or hand to cancel a just played thief skill or blood ability.
#18 of 99

        Solrac is an interesting and very effective counter.  Discarding Solrac from hand or play can counter a just played thief skill or blodd ability.  It has not effective against those support card types after they are initially played (such as Bloodform [4th-446]), but that is a minor penalty.  The best part about this counter is that there is only one way to negate this counter: Unavailing Sacrifice [IQ-42].  This is additionally stronger since there are no cards that can prevent thief skills or blood abilities from being countered/  Therefore, any deck expecting to face these support cards would do well to use this card.  Plus, if you don't end up facing thief skills or blood abilities, then you still have a +5 ally, which is a significant bonus.  All in all, this is a very good card, and has been showing up in fun decks and tournament decks alike.  This is one of the best cards from Millenium!



Defilers Crown
Dark Sun Artifact +1
Whenever any player casts an offensive spell, he must raze a realm in his own formation.  If a realm cannot be razed, then the spell may not be cast.
#19 of 99

        Defilers Crown is one of the few champion names with a type (should be Defiler's Crown), and is an interesting non-spell card.  Worthy of being put in any Dark Sun deck not using spells, it ties a high cost to casting spells.  However, there are two ways to use this.  In a speedy Dark Sun deck, you can force the opponent to use spells when they don't like the cost.  But my favorite combo for this card is to use it in a Playing to Lose [DR-c10] deck.  Then, just before your turn, you can cast a flurry of spells to raze all you realms before your turn begin, including Limited Wish [FR-43], Wish [FR-46], and Hornung's Guess [TU-37].  This can be a great victory method.  However, outside of this, I find that cards forcing no spells to be cast (like Nullify Magic [PO-38] or Master Strategist [4th-500]) are more effective, especially since the Defilers Crown doesn't have any effect on defensive spells.  This card will show up in all sorts of fun decks, but not many times in tournament settings.



Gamblin’
Thief Skill
Choose 3 champions of a single opponent and shuffle them, leaving the attachments behind.  Have that opponent name one of the champions, who must be selected by picking a card at random.  If correctly picked, all three are returned, if not, the two non-selected champions are discarded.  (Off/3)
#20 of 99

        Gamblin' is an interesting card that can be used to deal with large pools.  When you play it, the target opponent must have three champions in play.  Then, he or she may be able to save all his or her champions that are targeted if he or she chooses the champion he or she named.  If the wrong champion is picked, the non-picked champions are discarded.  The best way around this card is to use champions of different editions.    If you have champions of different editions, you can look at the card backs (which Ogre has stated is allowed for random draws) and pick the correct editioned card.  Of course, this is only legal if the cards aren't in card protectors, so this card is one of the few that is helped by not using card protectors.  However, if champions of all the same edition are picked, then you have the fair 33% chance of getting all your champions back.   In fair chances, over time using this card will get rid of 1.33 champions, not the best rate.  For pool destruction, the goto card for thief skills is Con Game [DU-82], which is guarenteed to get rid of cards.  One final bit of advice of opposing this card; if there is one very important champion you want to keep, DON'T make it the champion you name.  That way, if you select, you get to keep it, and if you select the named card, you still get to save it (making it 67% likely to get the key champion back instead of 33%).  Unless you are making a fun deck, and intelligent opponent should realize that Gamblin' ain't so bad a bet after all.



Doomgrinder
Greyhawk Artifact
When Doomgrinder is in play, any cards that make any player draw more (or less) cards than anyone else are discarded and none more may be played either.
#21 of 99

        The Doomgrinder is one of the most effective anti-speed card ever created.  While in play, no cards that allow any player to draw more cards than anyone else may not be played.  This includes realms (like Tyr [1st-224]), holdings (like Mulmaster [1st-33]), artifacts (like Medalion of Faith [DL-c25]), magic items (like the Bag of Holding [AR-28]), events (like Good Fortunes [1st-100]), and other cards.  Additionally, if any of those cards are in play, they are immediately discarded (even if their effect has already been used, like with Temple of Elemental Evil [1st-123], or could be used, like Duchy of Tenh [3rd-139]).  Even more impressive is that is also gets rid of cards that reduce a player's draw, like the Ring of Winter [FR-61], the Dragonfont [AR-c20], and even Two-Fisted Player [MI-51], sending the dungeon to the void.  Overall, this effect is huge, and can fully shape a game.  The only problem it has is that it is a Greyhawk artifact, making it more difficult to play.  A deck using this strategy should avoid all cards that stay in play for the effect (Tyr is out, but Good Fortunes isn't a bad choice), and find enough solid champions to attach it to, especially if they can get solid immunity.  Good examples include Erital Kaan-Ipzirel [AR-81] (if you don't plan to use her escaping power), Bigby the Great [RR-28], The Keeper [RR-43], Gib Irod [NS-c21], or Rary [1st-161] / Rary's Apprentice [DU-c19], and Gib Ergo [IQ-32].  The best counter for this are the same cards that can be used to destroy any artifacts, like Fast Talking! [1st-210] or Cone of Cold [4th-368].  However, on this that goes around it are cards that make all players draw or discard, such as Treasure Fleet [1st-196] or Black Bess [FR-9].  The nastiest combo with the Doomgrinder is using it with Elyk the Bard [DU-c24].  Even though it destroys the speedy realms, it still lets you go fast while other players are slowed down.  Very nasty.  Otherwise, be prepared for a slow, fair game, some players' worst nightmares.  Because of this, this card will show up in many settings, and all speed decks need to be ready to nail it.



Rigged Dice
Thief Skill
Playable at anytime before there is a die (or dice) roll to be made.  The player of this skill chooses the results of the roll instead of an actual roll. (Off)
#22 of 99

        This card has lots of potential for use, especially as future sets make more dice rolling possible.  The completely list of cards affected by this include Aurumvorax [MI-8], Blink Dog [MI-11], Pheonix [MI-16], Cocktrice [MI-17], Treasures of Netheril [MI-27], Desperate Consultation [MI-35], Turncoat!!! [MI-46], Great Depression [MI-53], Teleport Other [MI-67], Hornung's Randomness [MI-78] (affecting then any card with a draw and discard), Entropy Shield [MI-82], Melf's Acid Arrow [MI-84], Polymorph Any Object [MI-88], Headbutt [MI-95], and Roundhouse [MI-96].  The most effective that Rigged Dice can work with are Cocktrice (to insure victory), Desperate Consultation (to draw extra cards), and Roundhouse (for obscene icon bonuses).  This will continue to grow as more sets are produced.  However, to insure proper use of this card, put it in a deck where you intend to use a combination.  Without that plan, Rigged Dice won't help you much, especially as it is a thief skill and open you up to disasterous counters from the opponent, such as Law & Order [MI-33].  Therefore, look for this card anytime anyone plays a card requiring dice rolls is played.  It should be noted that this card can't interact with Louie the Pit Boss [MI-74], because he can't force a re-roll if a real roll was never made.



Strahd’s Medallion
Ravenloft Artifact +3
This artifact transforms the attached champion into a flying, undead vampire.  If attached to Strahd, all of this players champions become flying, undead vampires.
#23 of 99

        This Ravenloft artifact has some interesting possibilities.  First off, any champion with it attached, becomes gains the attributes flying and undead (vampire), though the vampire addition currently means nothing in the game.  These same effects can be gained with magic items (Flying Carpet [AR-49] is perfect if all you need is the flying ability).  The better ability takes effect when attached to Strahd Von Zarovich [RV-100], which makes all champions in the pool (and battle) flying undead (vampires).  This can work very well when combined with cards like Haven of the Undead [4th-72], Throne of Bone [4th-462], or Favorable Winds [DR-24].  However, cards set against any of these types (like Wind Dancers [1st-275], Water Hunters [1st-276], and Gloriana [1st-c3]) will now be able to crush you.  Therefore, one must look very closely before deciding to use this card.  This will show up in some attack decks to grant the flying ability, but this would be better using Nature's Throne [4th-461].  Therefore, the best defense against this is a good anti-flying card, like the Rod of 7 Parts, Part 6 [AR-26].



Jail Break
Thief Skill
May be played at any time to return all champions and allies that are controlled by another player, back to their original owners.  Discard any cards that are attached to them. (Def)
#24 of 99

        This card was made to fight the strongest card stealers from affecting you for long.  Good examples of card stealers include Borrow [DL-85], Curse of the Azure Bonds [FR-2], Drawmij [AR-76], Corruption [MI-29], and Turncoat!!! [MI-46].  This counter effect can be strong, but is very much a silver-bullet type card that is worthless if the opponent does not try to steal your cards.  Also, it only stops it once, and doesn't protect your champions from being abducted in the future (a definite concern versus a Corruption / Armor of the High King [BR-27] combo).  Plus, it is a thief skill, enabling your user to be targeted by cards like Law and Order [MI-33].  Unless you know your opponent is trying to steal your cards before you begin, Jail Break isn't worth it, and even then, it might be better to use more generalized counter cards.



Egg of Emulation
AD&D Artifact
The Egg may be used at any time to negate any event (sending the egg to the discard pile).  If the negated event was harmful, this player may smash the Egg (sending it to the abyss instead) to make a copy of the negated event.
#25 of 99

        The Egg of Emulation is an interesting artifact that gives a little extra power to the AD&D world.  The primary use of the egg is discarding it from play to negate an event, much like Helm [FR-89].  This, all by itself, makes the egg worth playing.  However, it has an additional ability that makes it even more useful.  If you choose to send it to the Abyss instead of the discard pile, not only is the original event negated, but you then get to play a copy of that event upon someone else.  This is the ONLY way currently available to both negate and copy an event (normally you must choose between the two), and makes this artifact well worth carrying if you have enough champions to use it.  Since it does not help in battle at all, it is best to keep it on a champion who isn't likely to go into battle, or has strong immunities, like Bigby the Great [RR-28], The Keeper [RR-43] (the egg still must be discarded to work), Etherial Champion [4th-508], Lernaean Hydra [DR-c7], Gib Hcivonad [NS-c19], or Highmaster Illithios [DU-c21].  The countering of the Egg's negation power doesn't exist, but the egg is vulnerable to destruction by any artifact destruction of method (like the Cone of Cold [4th-368]).  Negating of the copied event can happen any number of regular methods, plus by using Marauder [4th-233].  Expect to see this artifact in play in many settings, including tournament settings, as its power remains quite strong.


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