Realms (12): Ancient Kalidnay, The Spinx, Mount Nevermind, The Gorgon's Crown, Menzoberranzan, Mintarn, Cities of the Sun, Richemulot, Avanil, Temple of Elemental Evil, The Vampire's Realm, the Spiderfell.
Champions (11): Roubhe Manslayer, the Gorgon, Julio, Krijeydif, Zaranda Star, the Skulker, the Noble Outlaw, the Vampire, Tasslehoff Burrfoot, the Pirate, the Pawnmaster.
Magic Items (3): Armor of the High King, Tarokka Deck, Gauntlets of Dexterity.
Artifacts (2): Wintering, Cannon Ball.
Allies (3): Loup-Garou, Cat Burglar, Guild Master.
Events (10): Cataclysm, Treasure Fleet, Calm, Slave Revolt, Good Fortune, Tyranthraxus, the Caravan, the Genie Bottle, Labor of Legend, Trapped.
Dungeon: Might of the Blood Right.
Rule Card: A Sure Thing.
Thief Skills (5): Backstab, Assassination, Use Poison, Framed, Broad Jump.
Blood Abilities (6): Death Touch, Create Minion, Melt Bone, Death Field, Divine Wrath, Battlewise.
Holding: The Heartland Outfitters.
Total: 55 cards + 1 dungeon.
Notes: This deck works great against decks that have loaded up on counterspells or "lockdown" champions like the Arch-Druid, Midnight, or Sadira. Thief skills and blood abilities are difficult to counter and dispel, and some have very powerful effects. I created this deck sometime in 2000 and have been tinkering with it ever since. Before I made my Heroes deck (which I should post about one of these days), the Kings & Thieves deck used to have unarmed combat cards as well.
Tell me what you think in the comments.
Next time: The TAV rules are coming!