This player's thieves can swim or earthwalk as needed. They ignore all wall spells.
Copyrights:
TSR
Wizards of the Coast
The Guild Shop allows your thief champions to attack most realms in your opponents' formations. With many of the thief skill cards being combat orientated this becomes a useful ability. When you push your thief champion forward to attack you declare wiether he is earthwalking or swimming if needed.
Thieves in your pool are not affected by this ability and cannot be targeted by cards that target swimmers or earthwalkers. You do not have to declare you are swimming or earthwalking if you could reach the defending by some other means, such as the realm being in the front rank.
When you do attack and declare a movement ability your attacking thief becomes subject to cards that affect swimmers or earthwalkers, depending on the movement type you declare.
This holding is a good choice for a thief deck aimed at fighting combat, especially if combined with the dungeon card The Guildhall (27/DU) which gives thieves in combat the ability to play with your opponents' cards.