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SpellNews

Issue # 3
April 1997
Editors:  Arevar & Cesstris
Email: arevar@aol.com  


This Issue:

*  Introduction
*  Dragons Return (theme deck)
*  The Top Ten Annoying things of Playing Spellfire
*  Combos
*  Poll # 3
*  Mystery Cards II


Introduction

        This issue contains no articles about the purchase of TSR by WoTC. Nor do I plan to have any, except perhaps 'editorial(s)' by myself or Cesstris. TSR employees, Jim included, know about as much as we do, or for reasons unknown to us are unable to release information at this time. However, it is my hope that we will be informed of any changes to be made in scheduling of releases, and the fate of Spellfire. Enough on that for now.
        The theme deck of this issue focuses on dragons. It is good for annoying your opponent, but is not guarunteed to win very often. The top ten list is annoying things that many Spellfire Players face, or at least some of them. I, personally, have experienced all of them. There are three combos in this issue, two of them not from me or Cesstris. (even more of you can get in mentioned in here) by 'answering' the third Poll, which is to send in any sort of combos you have. And, this issue has the return of Mystery Cards. Name them all, get your name in here.
        Well, that about sums it up for this issue. However: There is a possibility of a 'fan letter' section in here. But, to do so would mean that you, the SF fan, would have to email letters/response. Provided I get enough about this, I will add a section for "SN Reader Response". It is my hope to break the 10-page mark, but as a weekly fanzine/ezine/whatever, and limited time, would mean that either A. I run out of ideas or B. the readers send in email about stuff and allow for larger sections. Now, On with SpellNews #3!


Dragons Return

Realms
The Mistmoor (44/4TH)
The Bipolar Triumvirate (4/UD)
Reorxcrown Mountains (53/4TH); (15/DL)
Palanthas (8/DR)
Ancient Kalidnay (92/AR)
New Giustenal (91/AR)
Griff Mountains (5/DR)
Vesve Forest (6/DR)
Hell Furnaces (89/AR)
Menzoberranzan (1/4TH)
Council Aerie (86/AR)
Rauglothgor's Lair (1/DR)
Dragonspine Mountains (4/DR)

Artifact
Orb of the Eternal Dragon (88/DR)

Events
Cataclysm! (99/3RD)
The Caravan (319/3RD)
Good Fortune (100/3RD)
Calm (400/3RD)
Coming of the Phoenix (56/RR)
Dragon's Graveyard (18/DR)
Trapped! (22/DR)

Champions
Deathstream, Black Dragon (72/AR)
Shadow Dragon (36/DR)
Mature Gold Dragon (267/4TH)
Dargent, Silver Dragon (30/DL)
Tamarand, Great Gold Wyrm (30/DR)
Maldraedior, Great Blue Wyrm (29/DR)
Flashburn (32/DR)
Mykell, Amethyst Great Wyrm (78/AR)
Lareth, King of Justice (31/DR)
The Celestial Emperor (43/DR)

Dragon Combat Cards
Swoop (90/DR)
Claw (91/DR)
Tail Sweep (92/DR)
Bite (93/DR)
Breath Weapon I (94/DR)
Breath Weapon II (95/DR)
Breath Weapon III (96/DR)
Swallow Whole (97/DR)

Allies
Cult of the Dragon (80/DR)
Undead Dragonrider (81/DR)
Dragonne (82/DR)
Faerie Dragon (83/DR)
Firedrake (84/DR)
Drake (85/DR)
Brine Dragon (45/DL)
Clay Golem (247/4TH)


Wizard Spells
Dispel Magic (346/3RD)
Death Spell (392/3RD)
Horrors of the Abyss (96/3RD)
Fear (348/3RD)
Otto's Irresistible Dance (61/BR)
Summon Dragon (53/DR)
Dragon's Calm (47/DR)
Dragon's Death Door (51/DR)

This deck is a fun one to use, if used properly. It is not guaranteed to win any tournaments, but with a decent draw, it can really frustrate your opponent. All of the realms, aside from a couple, give bonuses to dragons and their like when defending. This is particularly helpful, as with all dragon champions in your deck, it will help with any defense.

On an offensive note, the dragon allies and dragon ability cards will help greatly when you attack, and with the dragon allies being fliers, you can fairly easily attack protected realms. And if your opponent happens to have a Net of Entrapment or the like, simply use Dragon Combat cards, and since some get rid of magic items, you might pave the way to play an ally or two.

Unfortunately, aside from just a few of the champions, all are fliers, and as such, several events and spells will harm them. By substituting a couple spells, you could add an extra dispel magic or spellturning, as you see fit. In the listing above, you will note a single Dispel Magic, Wizard Spell.

The Dragon's Calm and event Calm are helpful if your opponent tries to use events to take control of or kill your champions. Trapped, Otto's Irresistable Dance, and Fear will help frustrate your opponent's attempts of building a large defense against your dragonarmy. Death Spell will likely be able to kill at least one of your opponent's champions, and can really mess up a strategy/combo that needs a key, low level, champion. The Coming of the Phoenix and Dragon's Graveyard are excellent for replenishing your forces, if perchance you ::gasp:: have lost a dragon or two to your opponent's force.

The Celestial Emperor, an excellent compliment to this deck, will let you pick and choose who will defend against your attackers. You want to attack with a dragon/monster and your opponent has the Lovely Coleen in play? Just choose some other defender. On top of that, the Emperor is a Dragon, himself, therefore can also pick HIS own opponent. And, being the highest level champion in the game isn't all that bad in and of itself. Discarding two dragons of fairly high level to get him into play may not be as bad, especially if you use coming of the phoenix or dragon's graveyard immediately after to bring at least one of the dragons back.

All and all, this deck has many advantages, and just as many disadvantages. Obviously, this deck's contents is not set in stone, so feel free to change what's in it to suit your personal needs for a deck. Enjoy!


Ten Annoying Things About Playing Spellfire:

10.  you draw calm right after you've been Cataclysm!ed
09.  you draw Limited Wish and/or Intercession after you opponent's played Good Fortune or Caravan
08.  your opponent plays Wind Dancers and you happen to be using your Undead Deck.
07.  your opponent plays Ancient Kalidnay and Menzo--then you draw them
06.  your opponent draws a realm as spoils
05.  your opponent draws Helm as spoils
04.  your opponent re-targets your spell turn of his dispel of your dispel of his dispel of your spell
03.  your opponent uses Curse of the Azure Bonds and Tyranthraxus--then sacrafices your champs to an avatar
02.  your opponent dispels, calms, cancels, and otherwise negates everything you (try) to do
01.  you're playing spellfire online and you get 'disconected'


Combos
Artemis Enteri & Net of Entrapment
Artemis gains five levels if no allies are played against him, and with the Net on him, your opponent can't play allies.  Therefore, Artemis' special power is even more useful.  (Combo courtesy of rubajedo@aol.com)
Ancient Kalidnay and Silver Springs
Raze Ancient Kalidnay for another turn, and with Silver Springs, raze one of your opponent's realms as well.  (Combo courtesy of thanatus96@aol.com)
Iuz: Avatar of Evil, any Dark Sun Realm, & Silver Springs
Raze the realm using Iuz's power and raze an opponent's realm, and the Silver Springs lets you raze yet another one.  Two realms for the price of one.


SpellNews Poll #3

This issue's poll: Send in your combos. Two card combos, three card, six card. Any that you'd like to share, or flaunt to other players. You will be recognized (by screenname) for the combo(s) that you send in, unless you request otherwise.


Mystery Cards II

        I neglected to mention in the last issue: there are several online sites that will act as a reference guide, or the ref guides themselves and will help to figure out which cards these are. The text in the quotes is exactly what is stated on the card itself, so this is not reworded. You see it here, you will find it on a spellfire card. As with the Mystery cards I, a clue is given as to what type of card it is. The rest is up to you. If you know just by reading the text what the cards are, you're all set. Otherwise, it will require a bit of research, or talking to others who know their spellfire cards well.
  1. "Every friendly ally played after this one gains 3 levels." Clue: Ally
  2. "For the remainder of this battle, all offensive psionic powers used against this champion become +2 and have no extra abilities." Clue: Psionic Power
  3. "If played against a drwo champion, it is +8. If played with lolth, the Spider Queen, it remains with her and is shuffled back into the deck if Lolth is defeated." Clue: Ally
  4. "Cannot be attacked by monsters or heroes. If this realm is razed, this player may return the bottom card from his discard pile to his hand." Clue: Realm
  5. "Playable only when first being attacked, the event player requests that the attacker attack someone else's realm instead. If he chooses to ignore the event, he must discard two cards from his hand to continue his initial attack. (Harmful)" Clue: Event
  6. "This spell inflicts terrible pain on a champion, preventing casting spells or using psionic power cards. Lasts until dispelled. (Off/3/4)" Clue: Cleric Spell
  7. "Usable only during combat, the opposing champin can no longer use spells, psionic power cards, blood abilities, or unarmed combat cards. (Off/4)" Clue: Psionic Power
  8. "This realm is protected by a great swarm of bats that attack all nonearthwalking champions, reducing their adjusted levels by half (rounded down)." Clue: Realm
  9. "This champion can retreat from a battle back to his pool. He is defeated but not discarded. (Def/4)" Clue: Theif Skill
  10. "Werebeast. All allies played with this champion become werebeasts and are immune to offensive magical items." Clue: Monster


Spellfire, Advanced Dungeons & Dragons, BirthRight, Dark Sun, DragonLance, Forgotten Realms, Greyhawk, Planescape, Ravenloft settings, worlds, and characters are all registered trademarks of TSR Inc. Spellfire 1st, 2nd, 3rd, and 4th Editions, as well as the Ravenloft, DragonLance, Forgotten Realms, Artifacts, Powers, UnderDark, Runes & Ruins, BirthRight, Draconimicon, Night Stalkers, Dungeons, Fiends, and Incantations booster sets are also copyrighted by TSR Inc. Copyright 1997, TSR Inc., Lake Geneva, WI