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The Warmonger
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The Warmonger

Can use hero unarmed combat cards. Every time this champion has an ally card played with him in battle, this player may draw a card. This champion gains 2 levels for each ally currently in play.

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

Properties

Type
Monster card type
Power
5
Rarity
Common
World
Birthright
Edition
Chaos
Level
1
Phases
3/4

Copyrights:
TSR
Wizards of the Coast

The Warmonger - a monster benefiting from allies

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The Warmonger is an outstanding champion for any deck using many allies. First off, he can use blood abilities and hero unarmed combat cards, making him useful for any deck using either ability.

However, he really shines when allies are used. When an ally card is played with the Warmonger, his player may draw an additional card from his deck. This does not include allies gotten from cards like the Axe of the Dwarvish Lords (2/AR) or The Ultimate Triumvirate (6/UD-chase), since those aren't ally cards, but does include allies recovered with cards like the Staff of Conjuring (105/3rd), since an actual ally card is played.

Cards that work well for this includes War Party (54/3rd). Additionally, using Gib Drawsemaj (22/NS-chase) to copy his power and a card that recovers allies like Dr. Mordenheim (97/RL) or Skulker (40/DU) can be a major card drawing engine.

Finally, he also gains 2 levels for each ally in play. This includes his allies, his opponent's allies, and even allies in people's pools (like Skull Tumor (49/DU). This makes him a good champion for moist extended formats or combat based varients, since any champion can use allies.

Expect to see this champion in many different decks. The best ways to deal with this champion is either kill him in the pool (where he has no immunities) or early in combat with an instant win card (before he has a chance to use many allies).