An opposing monster returns to its pool; the caster wins this round of battle. (Off/4)
C
2nd Edition 376 of 400
Event
AD&D
Wind of Disenchantment
An anti-magic storm sweeps across the cosmos, destroying all magical items in play.
Harmful.
R
2nd Edition 377 of 400
Wizard Spell
AD&D
Black Tentacles
All champions of level 4 or less die, regardless of whether they are in battle or in pools. (Off/3/4)
UC
2nd Edition 378 of 400
Wizard Spell +5
AD&D
Fire Shield
(Off/4)
UC
2nd Edition 379 of 400
Event
AD&D
Ice Storm
Destroys all champions and allies of level 4 or less in play anywhere.
C
2nd Edition 380 of 400
All Cards
AD&D
(no card)
Replaced by 1st/419.
NA
2nd Edition 381 of 400
Event
AD&D
Solid Fog
Unearthly fog prevents all attacks against all players until this player's next turn.
Harmful.
C
2nd Edition 382 of 400
Wizard Spell
AD&D
Animate Dead
A wizard who casts this spell can fight again in the next round of battle, regardless of whether he won or lost the previous round. (Def/4)
C
2nd Edition 383 of 400
Wizard Spell
AD&D
Cloudkill
Opposing allies of level 3 or less are discarded and no more can be played this round. (Off/4)
C
2nd Edition 384 of 400
Wizard Spell
AD&D
Feebleminded
An opposing spellcaster cannot cast any spells for the rest of this round. (Off/4)
C
2nd Edition 385 of 400
Wizard Spell
AD&D
Magic Jar
If the defender is defeated, the current attacking champion becomes the defending champion in the next round of this battle and then is discarded. (Off/4)
C
2nd Edition 386 of 400
Event
AD&D
Faithful Hound
Only flyers can attack any realm until the player's next turn.
Harmful.
C
2nd Edition 387 of 400
Wizard Spell
AD&D
Passwall
Negates any wall spell. (Def/4)
C
2nd Edition 388 of 400
Wizard Spell
AD&D
Rock to Mud
Only flyers can attack this player's realms until the player's next turn. (Def/4)
C
2nd Edition 389 of 400
Wizard Spell +5
AD&D
Chain Lightning
(Off/4)
C
2nd Edition 390 of 400
Wizard Spell
AD&D
Death Fog
Kills all champions of level 5 or less in one player's pool and prevents survivors from attacking until after that player's next turn. (Off/3)
C
2nd Edition 391 of 400
Wizard Spell
AD&D
Death Spell
Kills any one champion or ally of the caster's choosing of level 7 or less. (Off/3/4)
C
2nd Edition 392 of 400
Wizard Spell
AD&D
Disintegrate
Destroy's one realm, regardless of position. The destroyed realm must be discarded. This player can make no attacks this turn. (Off/3)
R
2nd Edition 393 of 400
Wizard Spell
AD&D
Geas
The affected champion can neither attack nor defend until after the owner's next turn. (Off/3)
C
2nd Edition 394 of 400
Wizard Spell
AD&D
Banishment
Destroys one monster of the caster's choice. (Off/3/4)
C
2nd Edition 395 of 400
Wizard Spell
AD&D
Control Undead
The caster can ask any player for his largest undead ally card and use it in this round of battle. The ally is discarded afterward. (Off/4)
C
2nd Edition 396 of 400
Wizard Spell
AD&D
Finger of Death
Kills any one champion or ally of level 5 or less. (Off/4)
C
2nd Edition 397 of 400
Wizard Spell
AD&D
Spell Turning
Turns a just-cast spell back at its caster, as if the original target had cast it. (Def/3/4)
C
2nd Edition 398 of 400
All Cards
AD&D
(no card)
Replaced by 1st/409.
NA
2nd Edition 399 of 400
Event
AD&D
Calm
This magical calm undoes the harmful effect of an event, but only for the player of this card.
Helpful.