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Spellfire

About the Game
Spellfire: Master the Magic is a collectible card game made by TSR (of Dungeons and Dragons fame). Although it is a collectible card game, it is not in any other way like Magic. The goal of the game is for a player to put 6 Realm cards into play before your opponent can do so. To stop your opponent, you can put Champions and Magical Items out to attack with. You can also play Allies to help your Champions and Events to spice up game play.

I find the game a bit too simplistic for enjoyable play. It can also degenerate rapidly if someone spends a lot and gets lots of cool cards. And I'm not talking about broken cards here, such as Magic's Black Lotus. There just seems to be little reason to pick anything other than your biggest champions. The player with more big ones wins. Ones with special abilities that are useful for defeating the big ones are rarer and so you need plenty of cards before you can play a deck with a reasonable chance of defeating the big champion deck.

Playing by tournament rules can level the playing field a bit, but the tournament rules are very complicated, and it is hard to even make a tournament legal deck without buying plenty of cards.

I've gotten several flame e-mails from this commentary, so I'll add a note here that all my commentary is based upon the 1st Edition card set and 1st Edition rules. Some say things have improved a lot, but I really can't say since I have not seen anything newer than 1st Edition for sale in a card store.

Discussion
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Links
There are not a lot of active web pages for this game any more.


Downloads

Card Lists

First Edition PDF Oct 1994
Ravenloft PDF Dec 1994
Dragonlance PDF Apr 1995

Other Files

Spellfire FAQ Text Nov 1994
Rules errata #1 Text Sept 1994
Rules errata #2 Text Sept 1994
Rules errata #3 Text Sept 1994
Other Rulings Text Sept 1994



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