Monsters cannot attack the Valley of the Mage. This realm can defend itself as a level 9 wizard.
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Realm 4
Dark Sun
Urik
Allies cannot attack Urik. This realm can defend itself as a level 4 hero.
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Realm 5
Dark Sun
Tyr
Tyr's player draws one extra card per turn. This realm can defend itself as a level 5 hero.
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Realm 7
Dark Sun
Gulg
The first ally to attack Gulg each battle is destroyed. Gulg can defend itself as a level 7 hero.
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Realm
Dark Sun
Euripis
Only champions able to cast spells can attack Euripis. Swimmers cannot attack this realm.
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Realm
Dark Sun
New Giustenal
New Giustenal cannot be attacked by flyers (except Dregoth). If razed, this realm can be rebuilt by discarding only one card.
Coast.
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Realm
Dark Sun
Ur Draxa
This player and his champions are immune to offensive psionic powers. Champions with attached artifacts or magical items cannot attack this realm, though they can be added during battle.
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Realm 6
Dark Sun
Shault
Shault can be attacked only by monsters or flyers. The realm can defend itself as a level 6 champion of any type, chosen by this player when attacked.
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Realm
Dark Sun
The Forest Ridge
If the Forest Ridge is razed through combat, the attacking champion is consumed by feral halflings and is discarded.
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Realm
Dark Sun
Celik
Champions attacking Celik must discard all attached magical items or artifacts (attacker's choice), and cannot add more of the type chosen during battle.
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Realm 5
Dark Sun
Lake Island
Lake Island can be attacked only by flyers or earthwalkers. It can defend itself as a level 5 monster.
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Realm 3
Dark Sun
The Jagged Cliffs
Any halflings played in defense of the Jagged Cliffs are tripled in base level. The realm can defend itself as a level 3 halfling hero.
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Realm
Dark Sun
The Last Sea
The Last Sea can be razed to act as a modified spell turning spell, redirecting any offensive spell to a target of this player's choice.
Coast.
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Realm 7
Dark Sun
Dragon's Crown Mountain
All dragon champions of this player are immune to offensive spells and offensive psionic power cards. The realm can defend itself as a level 7 monster (dragon).
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Realm
Birthright
Realm of the White Witch
Monsters and wizards gain 3 levels when defending this realm. This player's champions are immune to the phase 0 special powers of realms.
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Realm
Birthright
The Battle-Fens
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.
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Realm
Birthright
The Giantdowns
Giants defending this realm are doubled in base level. Monsters defending the Giantdowns gain 3 levels.
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Realm
Birthright
The Sphinx
This player may look at another player's hand once per turn.
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Realm
Birthright
The Mistmoor
The fogs of the Mistmoor are particularly dense, allowing a defeated defender to escape back to his pool with attachments, rather than being discarded.
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Realm
Birthright
Tarvan Waste
This realm can be sent to the Abyss from the formation to transfer all nonevent and nonchampion cards in the Abyss to the discard pile.
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Realm
Birthright
Black Spear Tribes
An attacking champion loses 1 level from his base level for each card attached to him and for each card he plays in battle. If his base level is reduced to 0, he is defeated and discarded.
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Realm 7
Birthright
Thurazor
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.
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Realm
Birthright
The Sielwode
All spells, allies, psionic power cards, unarmed combat cards, and blood abilities used in the attack and defense of this realm are sent to the Abyss.
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Realm
Birthright
The Five Peaks
The Five Peaks can be attacked only by flyers or earthwalkers.
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Realm
Birthright
Cariele
Run by the guilds of the North to make a profit, Cariele increase this player's maximum hand size by three.