10 Point Monster Deck

Created by Andrew Hall

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This is my 10 point monster deck. It took me awhile to come up with 9, good 10 point monsters. But I did! There is not alot of champions, so the Dungeon Card helps. It may look like a hard deck to play, but you would be surprized at just how many people will be scared of fighting a 10 point champion. Altho, the Heartwood Spear hurts. :)


Ally 9/55

    4th/222 Halfling Mercenaries (+1)
This ally strips any existing artifact and magical items from an opponent but has no effect on those played after them.
    BR/080 Ankheg (+7)
Earthwalker. Destroys one opposing nonflying ally.
    DR/081 Undead Dragonrider (+5)
Dragon; undead; flyer. All opposing allies that are not undead or flyers are level 0 and have no special powers.
    DRc/13 Chimera (+9)
Flyer. When played in combat, the Chimera uses its fiery breath to blast away one card in the opposing champion's force (excluding the champion).
    DU/048 Lurker in the Earth (+9)
Underdark; earthwalker. The Lurker can be played at any time as a harmful event to burrow over to a player's pool and devour (discard) any earthwalking champion of level 6 or less or it can be played in combat to discard one opposing ally already played.
    DU/050 Hero Slayer (+6)
Giant. This ally negates a just played unarmed combat card or instantly slays an opposing hero of base level 4 or less.
    DU/051 The White Weird (+7)
Underdark; flyer. The White Weird can be played at any time as a harmful event to fly over to a player's formation and poison (discard) one holding or it can be played in combat to halve (round down) an opposing champion's adjusted level.
    DU/053 Master Illithid (+7)
Underdark. When played, this ally can shift any two cards of one type in the opposing player's force to this side. Choice need not be immediate.
    RL/079 Loup-Garou (+2)
Werebeast. Opposing champion is automatically defeated unless he has or can play a magical item.

Artifact 2/10

    BR/049 Kingstopper, (BR/+5)
Protects the attached champion and all monsters in this player's pool from harmful events.
    POc/08 Quill Pen of the Planes, (AD&D/+4)
The attached champion may duplicate the effect of any one spell, psionic power card, or psionicist champion power in play.

Blood Ability 1/55

    DU/081 Death Field
One champion of base level 6 or higher is discarded. (Off/3)

Cleric Spell 2/55

    4th/400 Dispel
Can be cast at any time to cancel the effects of an existing or just-cast spell, blood ability, or psionic power card. (Def)
    RR/048 Intercession
Can be cast at any time. This spell cancels the effects of any just-played event card. (Off)

Dungeon 1/1

    DU/005 Undermountain, (FR)
Each time this player is entitled to draw spoils of victory, he may also take the bottom three cards of his draw pile. Any monster champions there may be placed into his pool. Any other cards are placed on the top of his draw pile.

Event 8/10

    1st/099 Cataclysm!
Destroys one realm of the player's choice; that realm is discarded.
    1st/100 Good Fortune
The player of this card draws five cards immediately.
    1st/319 The Caravan
Play only between two player's turns. The player of this event can take a turn immediately. Afterward, play resumes where it left off.
    1st/400 Calm
This magical calm undoes the harmful effect of an event, but only for the player of this card.
    1st/436 The Genie Bottle
All spells in play are dispelled, including a just-cast spell, and all holdings and rule cards are removed from play. Can be Calmed by individual players but cannot be canceled. (Harmful)
    4th/159 Bess's Revenge
Each player must draw and discard a card, noting the last digit of its card number. Discard all champions in play whose base level is lower than this number. (Harmful)
    AR/054 Deflection
When someone plays an event that affects only you, this card can deflect the effects of that event onto another player, chosen by you.
    RRc/04 Lost Treasure
Play this event to retrieve a magical item or artifact from the discard pile or to send a magical item or artifact to the Abyss. (Helpful/Harmful)

Magical Item 7/12

    DRc/18 Dragon's Bones (+4)
The attached champion can discard this item at any time to end a battle involving a dragon champion. The combat ends without a victor. (Off)
    DU/070 Pearl Pegasus (+5)
This figurine of wondrous power causes its owner to become a flyer. The figure's flight is so dexterous that the owner is immune to all offensive spells, psionic powers, blood abilities, unarmed combat cards, and thief skills that affect a single target. (Def)
    DU/071 Clockwork Ogre (+8)
If the attached champion is discarded in battle, this mechanical marvel returns to the pool and is instantly attached to another champion. If there are no champions in the pool it returns to this player's hand. (Def)
    DU/072 Amulet of Spell Turning (+3)
Whenever an offensive spell is cast at the attached champion or his pool, this player cuts his draw pile and checks the last digit of the card number of the card revealed. If it is 0-7, the spell is turned back at the caster. On an 8 or 9, the spell takes effect normally. (Def)
    NSc/09 Amulet of Undead Aura
Subtract the base level of the attached champion from the adjusted level of the opposing champion.
    NSc/11 Bag of Beans
During phase 3 you may cut your draw pile and take the card you cut to. If it is a realm, discard it immediately. Any other type of card may be held, put in the pool, or played as desired. (Def)
    RRc/10 Horn of Change
Can only be attached to monsters. Once per round of battle this item forces an opponent to discard a just-played card and replace it with another. If he cannot legally play another card, he automatically loses the battle. (Off)

Monster 9/20

    AR/074 Dregoth, Undead Dragon-King, (DS/10)
Undead flyer. Can cast any spell. Immune to psionics and offensive spells. If Dregoth attacks, his level drops to 6.
    AR/078 Mykell, Amethyst Great Wyrm, (AD&D/10)
Dragon; flyer, swimmer; can attack any realm that shows coastline on the card. Can cast wizard spells. Mykell psionically destroys any one ally played against him in a round of battle.
    BR/064 The Gorgon, (BR/10)
Awnshegh. Can use blood abilities and wizard spells. This creature is so horrible that no allies can be played against him. Immune to harmful events.
    BR/071 Cerilian Dragon, (BR/10)
Flyer. Can cast cleric spells. When attacking, the Cerilian Dragon may use its breath weapon to destroy any holding in the defender's formation.
    DRc/05 Cron the Black, (GH/10)
Dragon; flyer; swimmer. During combat, Cron's powerful acid breath can destroy any single attachment of an opposing champion.
    DU/038 Fire Dragon, (DL/10)
Flyer. This monster's searing breath weapon destroys all cards attached to a champion when it first enters combat. Other cards can be attached subsequently.
    NSc/18 Gib Lhadsemlo, (RL/10)
This fearsome flesh golem is immune to offensive spells (including Wish), magical items, psionic powers, blood abilities, unarmed combat cards, thief skills, and harmful events.
    PO/058 Living Wall, (FR/10)
This monster absorbs (discards) all champions and allies of level 6 and higher. It is immune to artifacts and offensive spells and magical items. Champions, offensive psionic powers, and allies must be level 5 or less to attack it.
    RR/030 Oonga the Ape, (AD&D/10)
Ignores the effects of any holding in play. The attached holding of any realm he attacks is discarded at the beginning of the battle.

Realm 10/15

    1st/123 The Great Kingdom, (GH)
No undead can attack the Great Kingdom. The player's maximum hand increases by two.
    3rd/002 Menzoberranzan, (FR)
Can be played at any time. Immune to flyers.
    3rd/117 The Horned Society, (GH)
At the start of this player's turn, send one champion to Limbo until the end of that player's next turn.
    3rd/124 Temple of Elemental Evil, (GH)
Draw three cards immediately when the temple is played.
    3rd/224 Tyr, (DS/5)
Owner draws one extra card per turn. Tyr can defend itself as a level 5 hero.
    BR/004 The Gorgon's Crown, (BR)
Defending monsters are doubled in base level and can use blood abilities. This realm is immune to offensive spells and harmful events.
    DU/029 Cities of the Sun, (BR)
This player's champions may all use blood abilities.
    DU/030 Border Post, (GH/5)
This realm can defend itself as a level 5 hero. If it is in the same formation as the Border Garrison, its level adds to that realm.
    DU/031 Border Garrison, (GH/10)
This realm can defend itself as a level 10 wizard. Regardless of where it is in the formation, it must be attacked first.
    NSc/24 Den of Thieves, (AD&D)
When attacking any realm in this player's formation, the attacking player must discard a card from his hand or pool for each champion and ally sent forward.

Rule 1/3

    4th/491 Rule Lawyer's Delight, (AD&D)
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. This rule card allows every player to have a rule card in play (this player may have one in addition to this one). Only the player who plays a rule card is affected by its powers. The Ultimate Rule Card removes all rules from play.

Wizard Spell 6/55

    1st/393 Disintegrate
Destroy's one realm, regardless of position. The destroyed realm must be discarded. This player can make no attacks this turn. (Off/3)
    1st/437 Estate Transference
This spell places a realm and any attached holding in the Abyss. If spell-turned or reflected, the caster of this spell is placed in the Abyss. This player can make no attacks this turn. Limit one per deck. (Off/3)
    3rd/346 Dispel Magic
Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)
    4th/382 Limited Wish (+1)
This spell can be cast at any time to negate the effect of any event card. (Def)
    4th/384 Wish
Discard any one card in play (except a realm) regardless of its immunities. This spell can be cast at any time, but the casting champion cannot be used again until its owner's next turn. (Off)
    4th/389 Re-target
Allows this caster to redirect a just-cast offensive or defensive spell at any card in play. This spell may be cast at any time. (Def)