The Coral Kingdom can be attacked only by swimmers.
Copyrights:
TSR
Wizards of the Coast
This card is a reprint of The Coral Kingdom (11/FR) with an altered text, but the same special power.
This realm is a coastal realm..The Coral Kingdom is an excellent defensive realm, and is an obvious choice for the front rank. Since the realm is so difficult to raze in combat, it will be the target of spells and events that destroy or raze it without having to be in combat. Therefore, three good holdings to attach to the realm that make it immune to events and offensive spells include The Geneva Conclave (Promo #1), Moonwell (77/4th), and Hellgate Keep (17/NS). Additionally, if the realm is the target of swimming attacks, cards that destroy swimmers or prohibit their use in combat are invaluable, such as Aquilla (98/UD), Poisoned Water (17/PO-chase), Gales at Sea (161/4th), Pelath the Bronze Dragon (28/DR), and Habbakuk Interferes (92/DL). Two other good holdings to attach to this realm are Border Forts (198/3rd), which consequently makes the realm unattackable, and Nagawater (78/4th), which instantly destroys all swimming allies.
For further information, see SFRG 1, p. 328.
This is an excellent realm to have in the first position, since only swimmers can attack. If the holding Border Forts is attached, the realm becomes even more difficult to attack. Only champions that are both flyers and swimmers, such as Mykell and Deathstream are able to attack. In addition to the attackers discussed above, the Coral Kingdom can be attacked by a champion with the Scroll of 7 Leagues.
The Coral Kingdom lies deep beneath the waves of the Trackless Sea around the Moonsea Isles. It is the home to a horde of sahuagin, the evil fish-man race that terrorizes sea travelers. At one time, the sea devils actually held King Tristan Kendrick of the Moonseas hostage in its murky abode, but he was eventually rescued by his daughter Alicia and her adventuring friends.