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Ogre's Horned Helm
67 / 99

Ogre's Horned Helm

This magic item may be discarded from the hand or pool to cancel a just played counter effect card. This power even works on Enter Darkness Together, but then it goes to the abyss. (def)

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

Properties

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

Copyrights:
TSR
Wizards of the Coast

Ogre's Horned Helm - a card with some interesting powers

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This is a very interesting new card. First off, it is the only way to cancel the effect of Enter Darkness Together (10/DU-chase), something that has already won the hearts of many tournament players (it's better than choosing between canceling the target or ripping up the card).

Next, being a magic item, you don't need to worry about what champions can use it. Heck, with being able to be discarded from hand, it can even be safe from a Wand of Telekinesis (63/DL)

The defensive +5 can also be useful in battles when you don't have a better card handy, making it one of the most useful counter cards available. The biggest question if your deck needs the countering ability.It cancels any counter card, whether that counter is stopping an event, spells, power, ability, or whatever.

The decks that won't get much use out of it are defensive speed decks. Decks that focus around a support card (such as the Phase Out (51/PO) / Forbiddance (11/AR-chase) / Permanency (79/IQ) theme) could use this to ensure their key cards get used. The other type would be a very offensive deck that focuses on winning by blowing apart the enemies. This would let your most destructive cards get through tough defenses.

I can see this card showing up in lots of different tournament and vicious fun decks.