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Nuclear Free Zone
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Nuclear Free Zone

All spell, psionic power and event cards that can discard realms are sent to the Abyss from all hands, discards, and draw piles, regardless of an immunity or special power. Each player may then draw a card for each card sent to the Abyss. This event may only be negated, it cannont be calmed by individual players. (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
Chaos
Level
1
Phases
1/2/3/4/5/6

Copyrights:
TSR
Wizards of the Coast

Nuclear Free Zone - an event that clears the way

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This event is a good event to carry, even for those who like using realm destroying cards. When played, all spells, events, and psionics that can discard a realm from play (including sending them to the Abyss) are sent to the Abyss. This includes looking through hands, discard piles, and draw piles, but not Limbo or the Void.

The complete list of cards effected include Disintegrate (393/1st), Estate Transference (437/3rd), Dissolution (4/DU-chase), Psionic Disintegration (73/DU), Cataclysm! (99/1st), Barbarian Raiders (213/2nd), Siege (203/1st), An Eye for an Eye! (46/IQ), The Apocalypse (47/IQ), The Fates (23/BR-chase), Ward of Ruin (413/4th), The Living Earth (506/4th), Between a Rock and a Hard Place (511/4th), Spacewarp (57/UD), and The Barbarian's Revenge! (129/4th). Notice, this includes ANY card that even has the possibility of discarding a realm.

The advantage of having this card, even if you use the above cards, is that for each card sent to the Abyss through NFZ, you get to draw another card from the deck. This could be really good for a deck that likes using these cards (especially the spells or psionics), but not big on fast recycling using cards like Recall (74/DL). This way, you play the cards, then play NFZ, sending those cards to the Abyss, but getting to draw extra cards. It also is great for players who are sick of seeing their realms destroyed from afar.

This versatile card will be seen in any tournament or game for fun, so be ready. It must be completely negated to stop, not just stopped for individual players by things like Calm (400/1st)