This player's champions are immune to offensive blood abilities. Any champion defending this realm can use wizard spells and blood abilities.
Copyrights:
TSR
Wizards of the Coast
This realm's powers are pretty straight forward. As long as Mount Deismaar remains unrazed, all of this player's champions are immune to offensive blood abilities, whether attacking, defending, or in their pool. This is an excellent immunity for someone going up against any Birthright or regent based deck.
As long as a champion is defending this realm, he also has the ability to use blood abilities and cast wizard spells. This does not give the realm itself the ability to cast spells, nor does it extend this ability to champions in the pool, so a spell like Shadow Engines [4th-404] could not be countered by a Dispel Magic [4th-370], unless a champion in your pool already had the ability to cast spells, because it would come during phase 3, and there wouldn't be a defending champion yet.
The best way around this card is the dungeon The Torture Room [DU-12], which strips all opponents of their immunity to blood abilities, making this realm much weaker.