The Ruins of Zhentil Keep can be attacked only by clerics. It can defend itself as a level 5 monster.
Copyrights:
TSR
Wizards of the Coast
Despite having an altered text, this card has the same special power as the Ruins of Zhentil Keep (3/3rd). The card was originally called Zhentil Keep in the first and second editions.
This one is a coastal realm. Considering its power, it is an excellent choice for any deck, since only one of the seven champion types can attack it. Therefore, it is best played in the lead position.
A few cards that work well with Ruins of Zhentil Keep include the Living Scroll (408/3rd), which automatically defeats clerics, and Mayor Charles Oliver O'Kane (433/3rd), who destroys all female clerics (among others). Furthermore, cards like Border Forts (198/3rd) and The Triton Throne (65/DU) that further restrict what champions can attack it are excellent choices.
When defending itself, the realm can only be played with allies. The realm would benefit from instant win allies such as Loup-Garou (236/4th) and Ki-Rin (248/4th).
Until the Time of Troubles, Zhentil Keep was a walled city located on the Moonsea that housed a large temple dedicated to Bane, Lord of Strife, until he was destroyed and Cyric the Mad assumed control. In an attempt to control the trade routes and lands in the region, the temple collaborated with corrupt Zhentish officials and the insidious Black Network. The mad obsessions of Cyric finally took their toll on the city, and Zhentil Keep was destroyed by the giants, dragons, and orcs he earlier gathered by himself. It's now up to the survivors of this once-powerful city to rebuild it.