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]
[Page 1 (1-25)] [Page 2 (26-50)] [Page 3 (51-75)] [Page 4 (76-99)]
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.
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.
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.
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.
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 :)
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 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.
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).
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.
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.
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 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.
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.
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.
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.
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 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 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 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' 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.
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.
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.
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].
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.
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.