I Wanna Go First Deck (AKA Niner Deck)

Created by Andrew Hall

[email protected]

HAHA! I like to go first! And with this deck, I have a 54 card chance to do just that! Actually, there are two cards in this deck that do not end in 9, not including the Dungeon Card. But some of the champions are not too good, but all in all, it was fun to play with. I cannot remember just how it did. From now on I think I will add the deck to my page after playing with it a couple of times, and not wait a time before I put it up.


Ally 13/55

    1st/439 The Starving Artist (+3)
If on the losing side of a battle, no one gains a spoils of victory, and one opponent (this player's choice) must discard his hand down to two.
    3rd/269 Rowan (+1)
Elf. Rowan can send one opposing ally or magical item to the Abyss.
    3rd/279 Silt Stalkers (+3)
If on the losing side of a battle, all magical items in play are shuffled back into the draw pile.
    3rd/329 Shaqat Beetles (+1)
If defeated in combat, these parasites attach themselves to the victorious champion, reducing his level to 1.
    4th/219 Treants of the Grandwood (+5)
The treants and all cards in this player's force are immune to all offensive wizard spells except fireball.
    4th/229 Night Runners (+2)
Elves. If on the winning side of a battle, this player can choose one magical item, artifact, or rule card in play anywhere to be discarded.
    4th/239 Ninjas (+1)
When used in combat, this player can draw one card at random from his opponent's hand, playing it against the opponent if possible, discarding it otherwise.
    4th/249 Troll (+6)
All attacks targeting a specific ally in a player's force must first target the troll. This ally regenerates, however, and it cannot be discarded by any means unless its champion is defeated.
    AR/099 Thought Eater (-2)
Prevents all special powers and spell casting ability of the opponent's champion, allies, spells, and magical items.
    BR/079 Stirge Swarm (+?)
Flyer. Draw and discard a card from any opponent's draw pile when the Stirge Swarm is played, noting the last digit of the card number, which is the bonus for this ally.
    DL/049 Kapak Draconians (+4)
Become +5 if played from dawn to 6 PM. Kapaks turn to acid if defeated, destroying any player's lead holding.
    PO/049 Giant Space Hamster (+3)
Every friendly ally played after this one gains 3 levels.
    RL/079 Loup-Garou (+2)
Werebeast. Opposing champion is automatically defeated unless he has or can play a magical item.

Artifact 4/10

    1st/409 Ren's Bell of Death, (FR/+3)
Allies of level 4 or higher cannot be used against the champion who carries Ren's Bell of Death.
    4th/459 Obsidian Man of Urik, (DS/+6)
If the attached champion is discarded, the artifact returns to the player's pool as a monster. Instead of attaching this artifact to a champion, the player can play the Obsidian Man as a monster.
    DR/089 Mighty Servant of Leuk-o, (AD&D/+8)
A champion with this artifact is immune to the special powers of champions and allies of level 5 or less.
    FR/059 Guenhwyvar, (FR/+5)
If the attached champion is defeated, Guenhwyvar may be attached to any other Forgotten Realms champion in the player's pool.

Cleric 1/20

    1st/189 Arch-Druid, (GH/4)
If only one arch-druid is in play, clerics cannot cast spells without his permission.

Dungeon 1/1

    DU/023 Bats in the Belfry, (RL)
No offensive magical items can be used by opponents when attacking this player's realms. The items remain behind in the attacker's pool. If the champion returns, they are reattached; if not, the items are discarded.

Event 5/10

    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/399 Ancient Curse
Choose one champion with an attached artifact or magical item to be killed immediately. Discard the champion and his possessions.
    4th/119 Cataclysm!
Destroys one realm of the player's choice; that realm is discarded. (Harmful)
    BR/019 Chaos!
All players (starting with the event player) take turns playing event cards until all event cards in all hands have been played. Events which state they can only be played at certain times (Caravan, Weasel Attack, etc) are played with no effect. (Harmful)
    FR/009 Lady Luck
The player and one opponent each draw a card and compare card numbers. Discard the card with the lower last digit; play the other immediately or keep it in hand. Ties are both played (discard both if identical).

Hero 3/20

    DL/039 Tasslehoff Burrfoot, (DL/3)
Kender. Each turn, Tasslehoff can either retrieve any magical item from this player's discard pile or rearrange the magical items held by heroes in his pool.
    FR/089 Helm, (FR/6)
Casts cleric and wizard spells. If discarded from the pool, cancels one event, even if the event does not affect this player.
    RR/039 Wulfgar, (FR/8)
Dwarves and halflings cannot stand against Wulfgar in battle. Because of his hammer, the Aegis-fang, Wulfgar's base level is doubled against giant and dragon champions.

Magical Item 7/12

    1st/419 Ego Coin
A champion with this coin can have any number of attached artifacts, and of any world. (Def)
    4th/169 Net of Entrapment
This champion's opponent cannot play allies. Any already in play are discarded. (Off)
    4th/199 Scarab of Protection (+3)
The attached champion is immune to the special powers of realms and undead champions. (Def)
    AR/029 Daern's Instant Fortress (+5)
The Fortress can be played as a magical item or as a holding. The realm or champion is immune to events and offensive spells during other player's turns. (Def)
    BR/029 Bracers of Brachiation
Allows the attached champion and his allies to attack any realm showing trees, regardless of position or special powers. (Def)
    DU/069 Breath Charm (+7)
This powerful charm makes the attached champion immune to the special powers of an opposing dragon. (Def)
    NSc/09 Amulet of Undead Aura
Subtract the base level of the attached champion from the adjusted level of the opposing champion.

Monster 3/20

    DR/039 Sleet, (DL/6)
Dragon; flyer. Sleet's numbing cold prevents nonflying allies from being played against him. If instantly defeated by a card's special powers, he returns to his pool instead of being discarded.
    PO/059 Tako, (FR/6)
Swimmer. In combat, the Tako multiplies its level times the level of its lowest ally.
    RL/089 Arijani, (RL/6)
When attacking, picks which champion from his opponent's pool will face him.

Psionicist 3/20

    4th/329 Jella, (DL/5)
Jella can Raise Object, lifting a magical item away from a champion in an opponent's pool and discarding it during phase 3. (Off)
    4th/339 Moraster, (DL/3)
Dwarf. If this player chooses not to attack on his turn, Moraster can use his Create Object power to search though the draw pile for any magical item and place it on the top of his deck. (Def)
    PO/009 Davron Parscall, (DS/9)
Psionicist Champion; can use psionic power cards. Davron's psionic Death Field can destroy the opposing champion automatically. Davron is sent to the Abyss (taken out of play) if the power is used.

Realm 10/15

    3rd/029 Evermeet, (FR)
Any champion can use wizard spells when defending Evermeet. Flyers, swimmers, and earthwalkers cannot attack it.
    3rd/139 Duchy of Tenh, (GH)
If Menzoberranzan is played or razed while this realm is in play, this player draws 3 cards.
    4th/009 The Trollmoors, (FR)
The Trollmoors regenerate and must be defeated twice in one turn before being razed.
    4th/019 Perrenland, (GH)
Maximum hand size for all opposing players is reduced by one.
    4th/049 The Five Peaks, (BR)
The Five Peaks can be attacked only by flyers or earthwalkers.
    4th/069 Dancing Hut of Baba Yaga, (AD&D)
At the beginning of this player's turn, he can exchange places between this realm and one other realm in his formation. Any holdings remain attached.
    BR/009 Baruk-Azhik, (BR)
Cannot be attacked by flyers. Baruk-Azhik prevents this player's realms from being attacked via the Underdark realms.
    DR/009 Mount Deismaar, (BR)
This player's champions are immune to offensive blood abilities. Any champion defending this realm can use wizard spells and blood abilities.
    NS/009 The Vampire's Realm, (BR)
This realm is protected by a great swarm of bats that attack all nonearthwalking champions, reducing their adjusted levels by half (rounded down).
    RL/009 Invidia, (RL)
If razed in combat, draw two cards at random from attacker's hand and discard them.

Regent 1/20

    BR/089 The Elf Prince Fhileraene, (BR/7)
Elf. Can use blood abilities and cast wizard spells. When attacking, he can call upon his archers to destroy (discard) a monster in a player's pool, once per battle.

Rule 2/3

    4th/500 The Master Strategist, (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. Spells and blood abilities cannot be played. Any such cards already in play are discarded when this rule card is played.
    PO/086 Nullify Magic, (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. No wizard or clerical spells may be played.

Wizard 3/20

    4th/279 Kalid-na, (DS/9)
The ancient sorcerer-king can use psionic power cards and is immune to psionic attack. While he is in play, the realm Ancient Kalidnay may not be played.
    ARc/09 Killian, (AD&D/8)
Immune to offensive spells. This swashbuckler is the captain of a ship; he and his allies are considered swimmers and can attack any coastal realm.
    DR/029 Maldraedior, Great Blue Wyrm, (AD&D/9)
Dragon; flyer. Maldraedior can cast any spell. Phase 4 spells cast by him during combat are shuffled back into the draw pile instead of discarded.