All players must discard their hands immediately and draw five cards.
Harmful.
C
2nd Edition 201 of 400
Event
AD&D
Enslaved!
All players must discard one champion from their pool.
Harmful.
UC
2nd Edition 202 of 400
Event
AD&D
Siege
All players must discard one realm from their front rank. The next realm played must go into the front position.
Harmful.
C
2nd Edition 203 of 400
Event
AD&D
Bribery!
Play immediately after champions are selected. The bribed champion returns to the owner's pool and that player must select another champion or lose the battle.
Harmful.
R
2nd Edition 204 of 400
Event
AD&D
Charge!
All of this player's champions gain 3 levels until the end of the player's next turn.
Helpful.
UC
2nd Edition 205 of 400
Magical Item +2
AD&D
Magic Sword
+5 vs. undead. (Off)
Sword.
C
2nd Edition 206 of 400
Wizard Spell +3
AD&D
Enlarge
Champion can attack flyers with an additional +3. (Def/4)
R
2nd Edition 207 of 400
Magical Item +4
AD&D
Ring of Shooting Stars
Hero can 'lend' +1 to a champion in a combat where he is not involved. (Off)
R
2nd Edition 208 of 400
Holding
Greyhawk
Arms of Veluna
Resurrect one ally which just participated in successful defense of the realm. Resurrected card returns to hand.
C
2nd Edition 209 of 400
Event
AD&D
Fast Talking!
Everyone is convinced all artifacts and magical items in play no longer work. All players discard all magical items and artifacts.
Harmful.
UC
2nd Edition 210 of 400
Wizard Spell
AD&D
Flight
Champion and all allies become flyers for this battle. (Def/4)
C
2nd Edition 211 of 400
Wizard Spell +6
AD&D
Shapechange
(Def/4)
R
2nd Edition 212 of 400
Event
AD&D
Barbarian Raiders!
All players must discard one realm, either from their hand or from the table.
Harmful.
R
2nd Edition 213 of 400
Event
AD&D
Treasure Fleet
All players draw three cards.
Helpful.
R
2nd Edition 214 of 400
Magical Item +6
AD&D
Potion of Fire-Breathing
Discard after one use. (Off)
R
2nd Edition 215 of 400
Holding
Greyhawk
Arms of the Shield Lands
Attach this holding to a razed Greyhawk realm to rebuild it instantly.
C
2nd Edition 216 of 400
Magical Item
AD&D
Net of Entrapment
This champion's opponent cannot play allies. (Off)
UC
2nd Edition 217 of 400
All Cards
AD&D
(no card)
Replaced by 1st/413.
NA
2nd Edition 218 of 400
All Cards
AD&D
(no card)
Replaced by 1st/415.
NA
2nd Edition 219 of 400
Artifact
Greyhawk
Rod of Dispel Magic
A champion with this rod can cancel one magic spell when attacking or defending.
UC
2nd Edition 220 of 400
Realm
Dark Sun
Draj
Nonflying attackers lose 2 levels.
M
2nd Edition 221 of 400
Realm
Dark Sun
Raam
All defenders of this realm gain 1 level.
M
2nd Edition 222 of 400
Realm 4
Dark Sun
Urik
Allies cannot be played to attack Urik. Urik can defend itself as a level 4 champion.
M
2nd Edition 223 of 400
Realm 5
Dark Sun
Tyr
Owner draws one extra card per turn. Tyr can defend itself as a level 5 hero.
M
2nd Edition 224 of 400
Realm 7
Dark Sun
Gulg
The first ally to attack Gulg itself each battle is destroyed. Gulg can defend itself as a level 7 hero.