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The Apocalypse
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The Apocalypse

Each player chooses one of each card type that they have in play, if any. All other cards in play are discarded regardless of any special powers that they may have (including Chernivik). Players then reshuffle their hands, draw piles and discard piles into a new draw pile and draw 5 new cards. Cannot be canceled, calmed, duplicated, or EDT'd. This event can only be played once per game. (Harmful)

This is an old and copyrighted card, and it is restricted to use in the New Spellfire Game or official tournaments.

Properties

Type
Event card type
Rarity
Common
World
AD&D
Edition
Inquisition
Level
1
Phases
1/2/3/4/5/6

Copyrights:
TSR
Wizards of the Coast

The Apocalypse - a once-in-a-gametime phenomenon

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First off, it must be noted that the Ogre has added "Playable only once per game" to the card text. This is so the games don't last too long as all players carry a copy of this card and play it.

Also, for those not in the loop, the "or EDT'd" refers to Enter Darkness Together (10/DU-chase). That said, it must be said that this is the most powerful event to hit the Spellfire scene, shooting down the evil fates (The Fates (23/BR-chase)) and the Horrible Tarrasque (1/FR).

This one card simply resets the game. Each player keeps one of each icon type in play (Champions, Artifacts, Magic Items, Allies, Realms, Holdings, Rule Cards, Dungeons, and each individual support card type), meaning that no one have more that 1 realm in play.

All other cards anywhere except those in the Abyss and Void, are shuffled together into a new draw pile and a new hand is drawn. Since all drawing happens simultaneously, these card may not be hijacked (Hijacking (86/DU). Immunity is ignored with respect to this event, so coming out of it better than others is tough to do.

The only ways to avoid this event is to delay it with Dispel Illusion (83/IQ) or destroy it from a player's hand before they have a chance to use it. This ultimate reset button can be good for any deck. The decks most likely hurt are speed decks that use lots events, as the Abyss/Void doesn't come back.

I would recommend this card for any deck that is good, but sick of speed winning every game, using it to hammer people when they get ready to win. The biggest reason not to play it is the restriction to once per game, so if you draw it after it has been played, it's a dead card. However, in most cases, just having the option to push the reset button is worth that risk.

Update: This card has been adjusted in March of 2003 to only be playable if every player has gotten 3 realms into play at some time in the game. This means it can no longer just be a safety button for players just trying to win but found somebody faster. Instead, it is meant to be played only if one player jumps ahead of the other players.

The only way a fast, but not fastest player can abuse this card is preventing the third player from gaining his third realm on the table (and if that energy is used that way, they aren't likely to knock back the leader and get victory).