Spellfire cards

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Out of Phase
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Out of Phase

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. Each player may exchange up to 2 phases of his current turn (phases 1, 2, and/or 3 only) for an additional phase 4 for each phase given up. Each phase 4 ends when a spoils is drawn by the acting player, the attacking champion is defeated in combat, or card play causes the round of combat to end in a draw. Spoils are drawn normally during each phase 4.

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

Properties

Type
Rule card type
Rarity
Common
World
AD&D
Edition
Inquisition
Level
1

Copyrights:
TSR
Wizards of the Coast

Out of Phase - the phase ruler

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For a combat based deck, this is wonderful. Rarely would a player skip phase 1 (drawing), but if the deck is a "Dori Deck" (running with only 8 or 9 realms), there is a decent chance not to have a realm, so you can spend the realm playing phase (2) in an attack, and possible skip phase 3 if there is nothing you want to do in the pool.

Besides the normal phase 4, this could be three to four spoils, all playable. That's great! This would be particularly good in a deck with lots of combat magic items, or cards that let you use cards from the discard pile, so you can maintain the attack. Cards like this include: Skull of Fistandantilus (10/DL-chase), Wyrm of Earthwalking (17/FR-chase), Rod of 7 Parts, #7 (27/AR), Sword of the High King (5/PO), Staff of Conjuring (165/4th), Whip of Disarming (48/NS), Murlynd's Spoon (65/IQ), or the Clockwork Ogre (71/DU).

The standard methods of rule card removal are the best ways of dealing with this card, such as The Genie Bottle (436/3rd) or Ellorelloran (93/UD). I'd recommend this for any combat focused deck, especially in larger formats.