Regent Deck

Created by Andrew Hall



I like Regents. They have some really good blood abilties. But with the new Dungeon! Card, they are a little too powerful. But i like them to play with. This one is a good deck. It has helped me win a few games. And that is what I like to do best. WIN!

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Ally 9/55

    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/247 Clay Golem (+4)
The clay golem rips away allies from the opposing champion, who must discard any already played. The ally continues to rip away any more played.
    4th/250 Selkie (+3)
Swimmer. The selkie can charm the opposing champion into discarding one card in its force (chosen by that player).
    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.

Artifact 3/10

    BR/047 Wintering, (BR/+3)
The attached champion is immune to either the special power of a champion or the special powers of his allies. The choice must be made at the start of the player's turn and remains the same until his next turn.
    BR/049 Kingstopper, (BR/+5)
Protects the attached champion and all monsters in this player's pool from harmful events.
    DU/060 Cannon Ball, (BR/+3)
This artifact can only be attached to a Birthright realm. If this realm is attacked, it can fire into an opposing player's pool and kill one champion.

Blood Ability 8/55

    4th/449 Wither Touch (+5)
Any champion defeated by the attached champion is sent to the Abyss rather than the discard pile. (Off/4)
    4th/450 Persuasion
Attached champion draws and discards a card, noting the last digit of the card number. This is the number of opposing allies (chosen by the opponent) which are persuaded not to fight. Allies are sent to the discard pile. (Off/4)
    BR/037 Battlewise, (BR)
Blood ability. Double the affected champion's current total level until the end of this player's next turn. Can be dispelled. (Off/3/4)
    BR/039 Divine Wrath, (BR/+6)
Blood ability. All opposing allies are instantly discarded. No new allies can be played against this champion. Lasts until the end of this player's next turn. (Off/4)
    BR/041 Touch of Decay, (BR)
Blood ability. Examine an opponent's hand and pool. Discard one magical item or artifact from either one. (Off/3/4)
    BR/043 Death Touch, (BR/+5)
Blood ability. Opposing champion must draw a card from his draw pile and note the last digit of the card number. If it is equal to or greater than his base level, he is instantly discarded. Can be dispelled. (Off/4)
    DU/080 Melt Bone (+6)
Opposing champion must immediately play an ally or return to his pool defeated (discard all attachments). The battle may continue with a different champion. (Off/4)
    DU/081 Death Field
One champion of base level 6 or higher is discarded. (Off/3)

Dungeon 1/1

    DU/012 The Torture Room, (BR)
This player may reshuffle his discard pile into his draw pile any time there are three of more blood abilities in his discard pile. No champions have immunity to this player's blood abilities while this dungeon card is in play.

Event 5/10

    3rd/400 Calm
This magical calm undoes the harmful effect of an event, but only for the player of this card. (Helpful)
    4th/119 Cataclysm!
Destroys one realm of the player's choice; that realm is discarded. (Harmful)
    4th/120 Good Fortune
The player of this event draws five cards immediately. (Helpful)
    4th/131 The Caravan
Play only between two player's turns. The player of this event can take a turn immediately. Afterward, play continues where it left off. (Helpful)
    4th/137 Deflection
This player can deflect a harmful event affecting only him onto any other player. (Helpful)

Magical Item 5/12

    BR/027 Armor of the High King (+4)
During phase 3, the attached champion can retrieve one blood ability card from his discard pile to his 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)
    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)

Realm 10/15

    4th/040 Realm of the White Witch, (BR)
Monsters and wizards gain 3 levels when defending this realm. This player's champions are immune to the phase 0 special powers of realms.
    4th/041 The Battle-Fens, (BR)
Spells and magical items cannot be used by a champion attacking the Battle-Fens. Spells and magical items used by defenders of this realm are doubled in level.
    4th/043 The Sphinx, (BR)
This player may look at another player's hand once per turn.
    4th/044 The Mistmoor, (BR)
The fogs of the Mistmoor are particularly dense, allowing a defeated defender to escape back to his pool with attachments, rather than being discarded.
    4th/047 Thurazor, (BR/7)
Thurazor can defend itself as a level 7 monster. If the realm champion is defending, it may play the first card in defense, regardless of whether winning or losing.
    4th/050 Cariele, (BR)
Run by the guilds of the North to make a profit, Cariele increase this player's maximum hand size by three.
    4th/052 Rhuobhe, (BR)
When Rhuobhe is first played, this player can send any regent to the Abyss.
    BR/003 The Spiderfell, (BR)
Before a defender is chosen, the attacking champion must draw and discard a card, noting the last digit of the card number. If it's higher than or equal to his base level, he has been poisoned and is discarded. Combat ends with no spoils.
    BR/005 Avanil, (BR)
f unrazed, may be discarded from the player's formation at any time to draw five cards.
    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).

Regent 13/20

    4th/344 The Harpy, (BR/5)
Awnshegh; flyer. The Harpy can cast wizard spells. No flying allies can be played against this champion.
    4th/348 Cidre Bint Corina, (BR/4)
Elf. When attacking a realm showing trees, Cidre's allies cannot be forced to switch sides or discarded for any reason.
    4th/349 Adan El-Mesir, (BR/5)
Adan is charismatic and used to the burdens of command. Any allies played with him gain 2 levels and are immune to offensive spells.
    4th/350 Rahil the Falcon, (BR/7)
Rahil can cast wizard spells. He can employ his Blood History ability to look at the top five cards on any opponent's draw pile.
    4th/351 Arlando El-Adaba, (BR/8)
Arlando is a master diplomat. He can be discarded to end a battle between any two players. Champions return to their pools without declaring a winner. No further attacks this turn are allowed. This player gets to draw a card.
    BR/088 Tomkin Dross, (BR/6)
Halfling. Can use blood abilities. Tomkin and his allies may attack any realm in play, regardless of position or special power.
    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.
    BR/090 Tie'skar Graecher the Goblin King, (BR/3)
Can use blood abilities. He can "borrow" one monster from any pool to act as an ally. If defeated, the monster ally is stripped of attachments and returned.
    BR/091 The Noble Outlaw, (BR/10)
Can use blood abilities and hero unarmed combat cards. Once per turn, he can prevent a player from receiving a spoils of victory, giving it to a third player instead. (In a two-player game, no one collects spoils.)
    BR/092 High Mage Aelies, (BR/6)
Elf. Can use blood abilities and cast wizard spells. Gains +2 to his base level for every unrazed Birthright realm in play.
    BR/094 The Wizard, (BR/5)
Can use blood abilities and cast wizard spells. The Wizard can discard a realm in his player's formation to instantly win a round of battle.
    BR/096 Moergan, (BR/6)
Can use blood abilities and cast cleric spells. Once per any battle, Moergan can summon rains that force flying allies from the sky. They are discarded instantly.
    BRc/16 Adara Addlepate, (BR/4)
Can use blood abilities and can cast wizard spells. Adara can instantly defeat any champion with the "# of 25" (chase cards), but must then be discarded herself.

Rule 2/3

    4th/494 Forbidden Knowledge, (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. Only Ravenloft champions can cast offensive wizard spells. Only Dark Sun champions can use offensive psionic power cards. Only AD&D champions can use offensive unarmed combat cards. Only Birthright champions can use offensive blood abilities.
    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.