Forgotten Realm Deck

Created by Andrew Hall

[email protected]

The Forgetten Realms Deck. Not bad, it is one of my more favorite worlds to play. But I do not think I had the cards for this deck when i made it. I could, if i wanted to, make a few changes in this one. But overall, it is not too bad.


Ally 10/55

    4th/210 Myrmidons (+4)
When the Myrmidons are discarded, their player shuffles all discards back into his draw pile.
    4th/230 Athasian Sloth (+8)
When played in battle, the opposing player must immediately discard two cards from his hand.
    4th/246 The Dreaded Ghost (+9)
Undead. This ally drains the adjusted level of an opposing champion (except cleric) by 9; any that drop below 0 are instantly defeated.
    4th/250 Selkie (+3)
Swimmer. The selkie can charm the opposing champion into discarding one card in its force (chosen by that player).
    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.
    DU/046 Troglodyte (+5)
Underdark. This creature's odor is such that all cards in an opposing player's force of icon level 4 or less are discarded (including the champion, if applicable).
    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/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.
    NS/081 Ancient Dracolich (+9)
Undead; flyer; dragon. One opposing ally of this player's choice is instantly discarded.

Artifact 4/10

    1st/410 The Labyrinth Map of Shuuc, (FR/+4)
A champion with this map is never discarded; if defeated, he escapes into the labyrinth and returns to the player's pool at the end of the player's next turn.
    DU/057 Net of Ensnaring, (FR/+3)
This artifact can only be attached to a Forgotten Realms realm. Any cards played by attacking champions during combat are sent to the Abyss after the battle is resolved.
    FRc/05 Hawksflight Grail, (FR)
Another champion from this player's pool can be brought into the combat (add their levels). If either is forcibly discarded, the other keeps all magic items and one artifact, and continues the combat.
    NS/054 Herald of Mei Lung, (FR)
This player is immune to all cards that force cards to be discarded from his hand and to all cards that examine his draw pile and discard or rearrange cards found there.

Cleric 4/20

    3rd/063 Karlott the Shaman, (FR/4)
Must remain in his pool for one turn; after that, he may be discarded to the Abyss to retrieve a used event to the player's hand.
    4th/280 Amarill, (FR/3)
If Amarill is defeated in combat, his player can retrieve one champion from his discard pile and return it to his hand.
    4th/282 Adon, (FR/5)
Adon is immune to offensive spells, offensive magical items, and artifacts. If Midnight is in play, Adon gains 5 levels.
    UD/072 The Avatar Shar, (FR/17)
Avatar; a cleric and one Forgotten Realms holding must be discarded to bring Shar into play. She absorbs all offensive spells cast against this player's Forgotten Realms champions and realms, dispelling or deflecting them as she wishes. Limit one avatar per pool.

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 6/10

    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.
    4th/119 Cataclysm!
Destroys one realm of the player's choice; that realm is discarded. (Harmful)
    4th/137 Deflection
This player can deflect a harmful event affecting only him onto any other player. (Helpful)
    4th/158 Titans Walk the Earth
Until the end of this player's next turn, one avatar may be freely played into each player's pool, ignoring the requirements for bringing out avatars. (Helpful)

Hero 3/20

    DRc/04 Morcanth Dragontamer, (FR/6)
Flyer. Dragons cannot oppose Morcanth in battle. In combat, she can force any dragon champion to act as her ally, adding its level and special power to her own. If she is defeated, the dragon champion allied with her is also discarded.
    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.
    FR/092 Cyric, (FR/9)
Cyric can cast wizard and priest spells. All cards in his player's pool may be turned face down when Cyric is in play. Champions and their items must combat face up, however.

Holding 4/6

    3rd/037 Castle Draw, (FR)
The foul air of Castle Draw causes each attacking champion to become ill. All champions, even if victorious, are discarded.
    4th/073 Mulmaster, (FR)
Draw a card every time a spell is played.
    FR/023 Moonwell, (FR)
The attached realm can cast cleric spells and is unaffected by harmful cleric spells and events.
    NS/013 Forgotten Crypt, (FR)
Any champion attacking this realm is discarded at the end of combat, whether he wins or loses. Undead are immune to this holding.

Magical Item 4/12

    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)
    FRc/18 Bell of Might
This item can duplicate another player's event card for this player. (This player's use is secondary.) The bell cannot be used again until this player's next turn. (Def)
    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)
    PO/005 Sword of the High King (+4)
Cannot be used by monsters. In battle, this mighty weapon causes fear. The opposing champion becomes level 1, and his allies are each reduced to a +1 bonus. (Off)

Monster 3/20

    1st/408 Living Scroll, (FR/0)
The Living Scroll defeats a hero or cleric automatically. But it is automatically defeated by a wizard or monster.
    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.
    PO/059 Tako, (FR/6)
Swimmer. In combat, the Tako multiplies its level times the level of its lowest ally.

Realm 10/15

    1st/028 Haunted Hall of Eveningstar, (FR)
Draw one card and place it in your hand when this realm is played or rebuilt.
    1st/432 Malatra, the Living Jungle, (FR/6)
Malatra can defend itself as a level 6 monster. It cannot be attacked by any champion or ally that is a swimmer. The level of attacking champions and allies that are not flyers is halved.
    4th/001 Menzoberranzan, (FR)
Menzoberranzan can be played at any time. The realm is immune to flyers.
    4th/006 Damara, (FR)
Doubles the level of a defending Forgotten Realms champion as he is sent forward; cards subsequently played are not doubled.
    4th/008 Evermeet, (FR)
Any champion can use wizard spells when defending Evermeet. Flyers, swimmers, and earthwalkers cannot attack this realm.
    4th/009 The Trollmoors, (FR)
The Trollmoors regenerate and must be defeated twice in one turn before being razed.
    AR/086 Council Aerie, (FR/9)
Dragon champions may defend this realm twice per turn. Opponent's dragons may not attack. Any holding may be attached to Council Aerie.
    DU/035 The Hidden Village, (FR/8)
The treant ally guarding this realm is immune to all cards played by or attached to an opposing champion except those that contain the word "fire" or "flame."
    FR/011 The Coral Kingdom, (FR)
This realm can be attacked only by swimmers.
    UD/007 UnderToril, (FR)
This realm extends under opponents' Forgotten Realms realms, allowing them to be attacked by this player's champions and allies, regardless of position or restrictions.

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 5/20

    1st/046 Midnight, Goddess of Magic, (FR/7)
If only one Midnight is in play, wizards cannot cast spells without her permission. She also destroys all magical items held by the opposing champion.
    1st/431 Prismal the Outrageous, (FR/8)
Can cast wizard and cleric spells and is immune to offensive magical items. Prismal and his allies can attack any Forgotten Realms realm, regardless of position or powers, and he gains two spoils of victory if he razes it.
    DR/028 Pelath the Bronze Dragon, (FR/7)
Flyer; swimmer. Swimming champions and allies cannot face this dragon in combat. At the end of this player's turn, Pelath can retrieve one magical item from the discard pile, which is then attached to him.
    DR/031 Lareth, King of Justice, (FR/10)
Dragon; flyer. All dragons must ask Lareth's permission to cast wizard spells. Lareth never needs permission to cast spells. He is immune to cards designated as offensive.
    RRc/06 Manshoon of the Zhentarim, (FR/8)
If Manshoon is about to be discarded for any reason (including through combat but excluding being sent to the Abyss), his player can discard a card from his hand instead. Manshoon returns to his pool; he cannot be used again until his player's next turn.