Duergar Ally +2 Dwarf. The next card played by the opponent that is not defensive, loses its special power and level bonus (discarding Leber). May also be discarded from hand to negate the effects of the Blamblower. #01 of 99 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 Ranger of the Highlands Ally +5 No more than one card of any type can be played against the attached champion. #03 of 99 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 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, which cannot be rebuilt while Locust Plague is attached to it. #05 of 99 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 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 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 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 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 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 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 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 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 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 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 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 Zaitmi Ally +5 Can be discarded from combat or hand to cancel a just played thief skill or blood ability. #18 of 99 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 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 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 no more may be player either. #21 of 99 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 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 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 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 Under Handed Deal Thief Skill Playable when this player is forced to discard cards by an opponent. Instead, this player now draws the amount of cards that would have been discarded. (Def) #26 of 99 Treasures of Netheril Forgotten Realms Artifact During this player's phase 0, this player must roll 1d4 and perform the following: 1) Search for one ally in their draw pile. Show it and place it into their hand. 2) As 1, but for a magic item or artifact. 3) Move to phase 2 skipping phase 1. 4) Shuffle any one card in any discard pile into its owners draw pile. #27 of 99 Crown of Dragon Royalty AD&D Artifact +5 Usable only by any dragon champion. The crown grants the wearer immunity to offensive spells, blood abilities, and thief skills. If used by a dragon avatar, the immunities extend to all dragon champions in the player's pool. #28 of 99 Corruption Blood Ability Usable only by Anshegh. Place a champion in another player's pool in yours with this card attached. The corrupted champion remains under this players control until either it or Corruption is discarded. (Off 3) #29 of 99 Bloodstone of Fistandantilus Dragonlance Artifact Can only be attached to any wizard. If the wizard using this artifact wins a round of battle, he can take the special power of the opposing champion, if it went to the discard pile. The power is additional to his own. #30 of 99 Absorb Spell Blood Ability May be played at any time. This card makes the user of this blood ability the target of an offensive spell. Both the user of this ability and the spell are sent to the abyss. (Def) #31 of 99 Madame Griselda's Tarroka Deck Ravenloft Artifact +2 Every time this artifact goes into battle, draw a card for a bonus (place it underneath). If the last digit is a 9, discard the attached champion. Otherwise, the total bonus of the deck is equal to 2 plus the sum of last digits of all cards under the deck. If the deck leaves play, all of the cards under it (including events) go to the discard pile. #32 of 99 Law & Order Blood Ability Playable at any time to cancel a just played thief skill. The player of the thief skill must discard one card from hand, pool, or formation for each thief in his pool. (Def) #33 of 99 The Forgotten Idol Ravenloft Artifact +3 When entering combat, the attached champion may use the idol's influence to have one champion from any pool battle instead. Win or lose, the stolen champion and the Idol are discarded after combat. #34 of 99 Desparate Consultation Blood Ability +? Roll 1d6 for the bonus of this card. If the die value is greater than the number of cards in your hand, draw that many cards. (Def/4) #35 of 99 Ring of Displacement AD&D Artifact Usable by any champion. Whenever any player draws extra cards (beyond the 3 allowed for their draw phase, and spoils), they must also discard an equal number from hand, pool, or formation. #36 of 99 Sacred Flame Cleric Spell The cleansing power of the fire allows this player to remove any card currently attached to any champion, regardless of special powers. (Off 3/5) #37 of 99 Consequence Cleric Spell -1 All cards that say "copy", "copies", "imitate", "imitates", "mimic", "mimics", "duplicate" or "duplicates" are discarded. (Off 3/4) #38 of 99 Animate Dead Cleric Spell Take any non-avatar champion in ANY discard pile, and place it into your pool with this spell attached. The attached champion loses 2 levels. Discard this champion if this spell leaves play for any reason. (Off 3) #39 of 99 Magic Font Cleric Spell This spell stays in play until dispelled or negated. Pools cannot be hidden from this player. (Def 3) #40 of 99 Amish Nick AD&D Cleric 5 Can cast wizard spells. Because of his faith, he is immune to the powers of all cards from booster sets made after Forgotten Realms. He cannot use them either. #41 of 99 Withdraw Cleric Spell If about to be defeated or discarded as the result of combat, the champion may cast this spell to return to his controller's pool with all attached cards. (Def 4) #42 of 99 Dispel Evil Cleric Spell Discard any monster in play. (Off 3/4) #43 of 99 Unholy Word Cleric Spell Send any hero to the abyss, regardless of special powers. (Off 3/4) #44 of 99 Animate Object Cleric Spell Play with a magic item or artifact into your pool. The object is now a champion (hero) with a level equal to its icon bonus (no bonus is level 0). The champion keeps its special powers, but it is still considered a magic item or artifact. (Def 3) #45 of 99 Turncoat!!! Event Choose a champion in play. The owner of that champion rolls a 2d4. They must choose and discard that many cards from hand, pool or formation to keep that champion. Otherwise, the owning player must place that champion into any other player's pool. (Harmful) #46 of 99 Insanely Good Fortune Event Play on another player's event card. If played on a helpful event, negate the event. If played on "Unusually Good Fortune", negate the event. Both players then draw 6 cards, and the other player then randomly discards his hand down to 2 cards. #47 of 99 Conspiracy! Event All players write down a champion that they think should be discarded. The results are revealed and the champion with the highest vote total is discarded (regardless of special powers). If the results are tied, all champions in the tie are discarded. (Harmful) #48 of 99 Barracks of the City of Greyhawk Dungeon During combat, this player's allies cannot be discarded or forced to switch sides. If victorious, one ally used in battle can be returned to the hand. #49 of 99 Kamikaze! Event Usable only when attacking. The attacking champion charges without fear, discarding all champions involved in the combat to the discard pile, and razing the realm (with no spoils). (Harmful) #50 of 99 Two Fisted Player Dungeon This player draws one less card per turn, but his hand size is increase to 12 and is immune to all cards and abilities that would cause cards to be discarded from his hand. #51 of 99 Kender Taunting Event Force two champions to attack you during their owners' next phase 4. If they cannot attack, both champions are discarded. If the first champion to attack is defeated or razes the realm, the second is not discarded. (Harmful) #52 of 99 Great Depression Event Each player must discard a 1d4 magic item(s) and/or artifact(s), or discard all non-thieves in their pool. If there is a regent in a pool, that pool requires a discard of 2d4 magic item(s) and/or artifact(s) instead. (Harmful) #53 of 99 A Horrible Mistake Event Play whenever an opponent copies another card. Both cards are discarded to the abyss. If the opponent owns both cards, then that player must also draw and discard two cards from their draw pile to the abyss. (Harmful) #54 of 99 Fedifensor Magic Item +4 Sword. When in battle against a thief, the thief is halved in current level and may not play thief skills. May be discarded from the pool to counter a just played thief skill. (Off) #55 of 99 Ariakan Dragonlance Hero 8 All of this player's realms can defend themselves as level 5 champions. If the realm can already defend itself, the realm champion gets a +5 to its adjusted level. #56 of 99 Cloak of Protection Magic Item During phase 3, this player may elect the attached champion to be immune to the powers of one card type (cleric spell, blood ability, ally, etc.). Cannot be used by a champion with the word immune in his power. (Def) #57 of 99 Club of Bashing Magic Item +5 Usable only by giants. May be discarded during battle to subtract the base level of the attached champion from the adjusted level of the opposing champion. If the new adjusted level is below zero, the opposing champion is discarded. (Off) #58 of 99 Sling of Seeking Magic Item +1 When in pool, this champion can sling a rock that kills one giant (champion or ally) in any combat before its power activates. #59 of 99 Necklace of Fangs Magic Item +6 Usable only by clerics. During Phase 4, may enslave any undead champion in play to attack and defend for this player. The champion returns to its owner's pool only if it survives the combat. (Off) #60 of 99 Cupid's Arrows Magic Item +3 Can be discarded at any time from play to send two champions in combat on a romantic trip to limbo. The battle may continue with new champions. (Off) #61 of 99 Kronos the Titan AD&D Monster 11 Giant. Earthwalker. Swimmer. Can use wizard spells, cleric spells, and psionic power cards. Whenever a monster attacks, it must ask Kronos permission to use its special powers. #62 of 99 Chaos Wand Magic Item Whenever an opponent in combat with the attached champion wants to play a card, the wand's owner picks it randomly from their hand, discarding any cards that are unusable. (Off) #63 of 99 Aversion Psionic Power Can only be played by a player who attacked and was defeated. Play onto winning defender. While this power is attached, the champion cannot enter combat with any of this player's champions. (Off 5) #64 of 99 Mind Alteration Psionic Power This champion may switch the power of any 2 champions in play. This power lasts until it is negated, or if the champions face each other in battle. (Off 3) #65 of 99 Absorb Disease Psionic Power Can be played at any time to redirect the effect of any spell, event or blood ability directed at any other champion of this player, whether in pool or in battle, to the champion using this power. (Def) #66 of 99 Teleport Other Psionic Power Usable only when one of your realms is attacked. Each player rolls 1d6 for each unrazed realm in his formation. The highest total roll has their front-most realm attacked instead for this battle, regardless of movement restrictions or special powers. (Off) #67 of 99 Poisoned Oasis Dark Sun Holding May be attached to any realm. May be played at any time to skip phases 0 through 5 (inclusive) of a turn following a Caravan. #68 of 99 Body Control Psionic Power The using champion gains the special powers and abilities of the opposing champion until the end of this player's next turn. (Def 4) #69 of 99 Awe Psionic Power Roll 2d6 when this power is used. If the roll is lower than the using champions base level, the opposing champion loses this round of combat and returns to its pool stripped of all attached cards, regardless of special powers. (Off 4) #70 of 99 Ballista Attack Psionic Power Discard an opposing ally already in play, or any champion in any pool. (Off 4) #71 of 99 Cannibalize Psionic Power All champions in your pool lose 2 levels until the end of the current turn. The using champion gains 2 levels for each champion in your pool until the end of the current turn. (Def 4) #72 of 99 Gellidus, Dragon of Ice Dragonlance Monster 12 Flyer. Gellidus thrives on creation and may use any defensive card. Offensive cards played against Gellidus are doubled in level. If Gellidus and T'chaar are both owned by the same player, both may use any offensive and defensive cards and the penalties for doubling cards used against them is negated. #73 of 99 Louie the Pit Boss AD&D Thief 4 Cannot be the target of any card or power designated as harmful or offensive. May be sent to limbo at any time to have any die (or dice roll) be re-rolled. #74 of 99 Gib Nedyah Dark Sun Hero 6 Cannot attack. Can use any unarmed combat card. While defending, may use any one unarmed combat card from any discard pile. Immune to all events (even helpful ones), thief skills, and blood abilities. #75 of 99 Inverted Pyramid Rule Card All formations are inverted when this rule card comes into play. The front row now has three realms, the middle row has two, and the back has one. #76 of 99 Humility Rule Card Standard rule crap + This card is immune to wish. All extra cards that are granted by any means (except spoils) are send to limbo and cannot be used while this rule card is in play. If this rule card leaves play, each player who lost one or more cards may roll 1d10 and retrieve all cards with a last digit matching the roll (return those cards to hand). All other cards are not retrieved and send to the discard pile. #77 of 99 Hornung's Randomness Rule Card All cards that require a "Draw and discard noting the last digit", now require that a die roll of 1d10 be used instead. #78 of 99 Bansmareton AD&D Psionicist 17 Avatar. Discard a psionic champion to bring into play. Each opponent draws a card when Bansmareton enters play. Immune to psionic attack. Bansmareton psionically teleports all of this players champions and allies, allowing them to attack any realm regardless of position or movement restrictions. #79 of 99 Kalator Forgotten Realms Hero 7 Can cast cleric spells. Immune to offensive thief skills. Any magical item attached to Kalator becomes a Forgotten Realms artifact, discarding from play any magical items with the same name (no more can be played). #80 of 99 Wealthy Oriental Vassal Forgotten Realms Hero 8 Immune to harmful events. When in play, only cards marked as "First Edition" can be played. If the Poor Oriental Lord and this champion are in play at the same time, both go to limbo for 1d10 turns (each champion's owner rolls for their champion). #81 of 99 Entropy Shield Wizard Spell For every card attached to the opposing champion, the opponent must roll a d10. If the number rolled is even, the attached card is discarded. (Off 4) #82 of 99 Dark Cloud AD&D Realm This realm negates the powers of Tyr, Arkhold, and Mulmaster. #83 of 99 Melf's Acid Arrow Wizard Spell +? May be played into a combat where this player is not involved. Roll 2d6 for the level of this spell when it is cast. If the roll is less than the caster's base level, destroy one ally already in play. (Off 4) #84 of 99 The Yatils Greyhawk Realm Magical items cannot be used when attacking this realm. If Mordenkainen is anywhere in play, each defender of this realm gains a +9 ally able to cast wizard and cleric spells. #85 of 99 Control Weather Wizard Spell Until the end of this player's next turn, your realms can only be attacked by earthwalkers, "teleporters", or through Underdark realms. (Def 5) #86 of 99 Assembre AD&D Realm This realm has a gate to Krynn hidden within its vineyards. Once per battle, you may search your deck for a Dragonlance champion and place it into your pool. #87 of 99 Polymorph, Any Object Wizard Spell Change any one attachment (anywhere in play) into an attachment with a +1d4 and no special abilities. Lasts until dispelled or negated. (Off 3/4) #88 of 99 Elven Towers AD&D Realm This realm can never be rebuilt. Due to its high resistance to magic, this player is immune to the effects to other player's dungeon cards. #89 of 99 Leomund's Secure Shelter Wizard Spell This player's pool cannot be the target of harmful events or offensive spells. Lasts until dispelled or negated. (Def 3) #90 of 99 Knee to the Groin Unarmed Combat Card Usable by any champion. May not be used on dragons. The opposing champion must either retreat to his pool from battle (treat as a defeat) or continue at half of his base level (opponent's choice). (Off 4) #91 of 99 Stomp! Unarmed Combat Card +5 Usable only by giants. Kills all allies in play of icon level 5 or less. (Off 4) #92 of 99 Heaven & Earth Unarmed Combat Card +? Usable also by any adventurer. Roll 1d6 for the bonus of this card. (Off 4) May also be played at any time in response to any card played by a champion of lower base level. That card is negated and this player draws a card. #93 of 99 Tsuki Kotegaeshi Unarmed Combat Card -4 Usable also by any adventurer. Play on an opposing champion whose player must draw (face up) the top two cards from their draw pile. If neither can be played into battle, discard the cards along with the opposing champion. (Off 4) #94 of 99 Headbutt Unarmed Combat Card +? Usable by any champion. Roll 2d6 for the bonus of this card, and 1d4 for a bonus to the opposing champion if the user is not a monster. Spells and psionics cannot be used by either champion for the remainder of this round of combat. (Off 4) #95 of 99 Roundhouse Unarmed Combat Card +? Usable by any champion. Roll 3d6 for the bonus of this card. This champion may not play any more cards that are designated as Defensive. (Off 4) #96 of 99 Trip Unarmed Combat Card Usable by any champion. Sends one of the opposing champion's allies to the discard pile, regardless of immunities and before its powers activate. (Off 4) Counter #97 of 99 Stunning Fist Unarmed Combat Card +10 If this champion is winning by more than 8 immediately after this card is played into battle, then the opposing champion is instantly defeated. (Off 4) #98 of 99 Whirling Dervish Unarmed Combat Card +5 The using champion ignores any instant defeat conditions and must be defeated by level alone. May be played as a counter to an instant defeat. (Def 4) #99 of 99