My tournament deck contains two magic items, four allies, and one dungeon. Let's take a look:
Bell of Might (Forgotten Realms chase 18/25)
There's not much to say about this one. The ability to duplicate another player's event is beyond primo. I can use this to get another turn when someone plays Caravan, destroy a realm of my choosing when someone plays Cataclysm, or draw 5 cards when someone plays Good Fortune. If you own one of these babies, it has to be in your best deck.
Amulet of Spell Protection (Artifacts chase 17/20)
The Amulet of Spell Protection offers two excellent powers in one convenient magic item. First, it makes the attached champion immune to offensive spells. Second, it can be discarded from its player's pool to prevent the effects of any one spell. The Amulet can stop a Wish, a Dispel, a Forbiddance, or a Mindshatter. The uses for this card are almost infinite.
The Azure Tower of Onad The Fallen (Dungeons 24/100)
There's not really any need to explain why I think this is the best Dungeon card in Spellfire, is there? It prevents anyone from canceling my Good Fortune, Caravan, or Treasure Fleet. And it stops any smartass with a Bell of Might from copying my Catacylsm, Wrath of the Immortals, or Ancient Curse.
Loup-Garou (Ravenloft 79/100)
A true classic, still great after all these years. Look, this is one of the best pieces of instant-kill cheese in the game. In combat, I slap this baby down and very often the opponent is toast. Who carries around a ton of magic items in their hand? You have to pick your time to use it, but when the time is right the Loup-Garou ends combat in a hurry.
Assassins (3rd Edition 252/400)
Athasian Sloth (4th edition 230/500)
When played, this monstrosity forces the opposing player to immediately discard two cards. This can cripple someone, depending on what's in their hand. It also adds a huge +8 to your champion. A brutal ally that belongs in anyone's best deck.
The Dreaded Ghost (4th edition 246/500)
Finally, we have another of the best allies in Spellfire. The Dreaded Ghost can kill the opposing champion instantly, by draining off 9 levels from it. The Ghost also gives a +9 itself, which means it functionally acts as a +18 ally. Even if the opposing champ survives the drain effect, the level-up war is effectively over. There ain't no coming back from an 18-level swing.
Well guys, hope you enjoyed this look at my tournament deck. Not sure what my next post will be about, but please stick around to find out!