The desert warrior's first ally each round is considered a +3, regardless of the ally's actual level.
R
1st Edition 326 of 400
Hero 4
Dark Sun
Desert Warrior
All allies played on the desert warrior gain an additional +1.
R
1st Edition 327 of 400
Ally +3
AD&D
Marauder
C
1st Edition 328 of 400
Ally +1
AD&D
Shaqat Beetles
C
1st Edition 329 of 400
Monster 3
Dark Sun
Tembo
The opponent cannot use allies for defense or offense.
UC
1st Edition 330 of 400
Wizard Spell
AD&D
Fireball
Destroys immediately all opposing allies of level 4 or less. (Off/4)
C
1st Edition 331 of 400
Wizard Spell +5
AD&D
Lightning Bolt
Immediately destroys one opposing ally of level 4 or less, or one magical item, of caster's choice. (Off/4)
C
1st Edition 332 of 400
Wizard Spell
AD&D
Paralyze
Cast on a champion before battle to prevent that card from defending. Cast during a battle to eliminate one ally of the caster's choice. (Off/3/4)
C
1st Edition 333 of 400
Wizard Spell +3
AD&D
Magic Missile
(Off/4)
C
1st Edition 334 of 400
Wizard Spell +3
AD&D
Wall of Fire
Only flyers can attack across the wall. (Off/4)
C
1st Edition 335 of 400
Wizard Spell +3
AD&D
Wall of Iron
Only flyers can attack across the wall. Use on defense only. (Def/4)
C
1st Edition 336 of 400
Wizard Spell +4
AD&D
Wall of Stone
Only flyers can attack across the wall. Use on defense only. (Def/4)
C
1st Edition 337 of 400
Wizard Spell +5
AD&D
Wall of Force
Only flyers can attack across the wall. (Def/4)
C
1st Edition 338 of 400
Wizard Spell
AD&D
Invisibility
An invisible champion can bypass a defending hero (not a monster, wizard, or cleric) and destroy the realm. The defending hero returns to the pool. (Def/4)
R
1st Edition 339 of 400
Wizard Spell +5
AD&D
Cone of Cold
(Off/4)
C
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Wizard Spell
AD&D
Sleep
Eliminates up to three opposing allies of level 1 or 2, chosen by the caster. (Off/4)
C
1st Edition 341 of 400
Wizard Spell +2
AD&D
Shield
(Def/4)
C
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Wizard Spell
AD&D
Fly
One champion or ally becomes a flyer. (Def/4)
C
1st Edition 343 of 400
Wizard Spell +4
AD&D
Crushing Fist
The crushing fist adds 4 levels or destroys one magical item, at the choice of the caster. (Off/4)
R
1st Edition 344 of 400
Wizard Spell
AD&D
Anti-Magic Shell
Makes one champion immune to all offensive spells and prevents him from casting any spells himself. (Def/4)
R
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Wizard Spell
AD&D
Dispel Magic
Cancels the effect of any spell. (Def/3/4)
C
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Wizard Spell +6
AD&D
Improved Phantasmal Force
(Off/4)
C
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Wizard Spell
AD&D
Fear
Attach to any enemy champion in a pool; that card cannot attack or defend until the fear is dispelled. (Off/3)