Saturday, December 27, 2025

Spellfire: Remaster The Magic vs original Spellfire....yes, the game has been DEPOWERED.

There's no two ways about it - classic Spellfire cards have been weakened in their new, Remastered version. Let's take a look at 9 examples of Spellfire: Re-Master the Magic cards that have had the air let out of them (completely depowered). Then we'll check out 2 cards that have not been nerfed, and 1 that's actually GAINED power. Here we go!

1. Good Fortune.

The wizard's beard and orb have both grown.

The original/classic Good Fortune (3rd edition, 100/400) is a beast of a card. At any time the caster of the event gets to draw five cards from the top of his or her deck. This is a game-changing event. The new, Remastered version (Classic edition, 120/999) has been hugely depowered. Now it can only gain you two cards. I still run a Good Fortune in my Remastered deck, because in a less-powerful environment, it's well worth a spot, but in its diminished form it's nowhere near as primo.

2. Disintegrate.

No dragon this time...

Disintegrate (3rd edition, 393/400) has always been prime land destruction, a great card to get pesky realms into the discard pile quickly. It works on (almost) any land. It doesn't matter if that land is Ravenloft, Forgotten Realms, Birthright, Dragonlance, or anything else. Disintegrate destroys 'em all. The new one? Not so much. Disintegrate (Classic edition, 393/999) only discards realms from one of the five new Spellfire "worlds" - Flaming Waters. Against realms from Wet Deserts, Holy Deadlands, or any other world? It does nothing. Disintegrate is still a good card, but it's definitely less powerful than the old version.

3. Estate Transference.

From a galaxy to a melting manor house. How the mighty have fallen.

Not much to say here. Just like with Disintegrate, Estate Transference (3rd edition chase, 437/440) destroys any realm. In fact, it's even more powerful than Disintegrate, since it can put a realm into the Abyss, not just the discard pile. The new version of Estate Transference (Classic edition, 637/999) does the same...but only to a Holy Deadlands realm. One world out of five. Yeah...that's weaker for sure.  

4. Spell Turning. 

It actually looks like that wizard might be the same guy.

Spell Turning (3rd edition, 398/400) turns a just-cast spell - any spell, cleric or wizard - back at it's caster as if the target had cast it. The Remastered version (Classic edition, 379/999) works the same, but only on an offensive wizard spell. See the trend here? 

5. Helm.

The new Helm...has no helm. Ironic.

Helm (Forgotten Realms, 89/100) is one of the best champs in original Spellfire. As a hero, he can use unarmed combat cards. He can also cast both wizard and cleric spells. His special ability is fantastic - he can be discarded from the pool to cancek ine event, harmful or helpful. In Spellfire: Remaster we get Helm III (Classic edition, 255/999). Must be a grandson or something. His powers are similar, except he cannot cast wizard spells and he can only cancel harmful events. Still a great champion, but he's been depowered.

6. Deflection.

That mirror's cooked, I think.

Deflection (4th edition, 137/500) finds its way into many Spellfire decks, both in standard and TAV. The ability to redirect a harmful event that targets you to any other player is very primo. Whether it's an Ancient Curse, a Wine of Eternity, or a Cold Cup of Calamity, suddenly it's bouncing to someone else at the table. The Remastered version of Deflection (Classic editon, 137/999) is not as versatile. The event is still retargeted, but only at the event player, not at a third player. This takes some of the strategy away, in keeping with the game designers' obvious aim to lower the power level in the new iteration of the game.

7. Dispel Magic

She's lost the insane glint in her eyes!

Dispel Magic (3rd edition, 346/400) is in nearly every deck containing wizard spells. It stops just cast wizard or cleric spells, or cancels existing spells of any type. Awesome card. So in Spellfire: Remaster the Magic it's been nerfed, right? You know it. Now, Dispel Magic (Classic edition, 370/999) only stops just cast or existing wizard spells. It no longer has any effect on any type of cleric spell. Half its effectiveness is gone. Boom.

8. Limited Wish.

His crown has grown. And he's gained a staff.

Another staple in the old days. Limited Wish (Forgotten Realms, 43/100) cancels an event, and can be cast at any time. What an amazing card. Events are some of the most brutal and game-changing card types in Spellfire. Canceling one can literally be the difference between a win and a loss. In the Remastered game, Limited Wish (Classic edition, 382/999) doesn't even target events at all! Now it can stop any spell (wizard or cleric). So it's now identical to the old version of Dispel Magic. Interesting...still going to be a staple of any wizard-containing deck, but now events are even more difficult to stop.

9. Re-Target.



And now, two cards that have NOT been depowered!

10. Sprit of the Land. 

The creature on the card is now merely ugly rather than an abomination. It's a step up.

Spirit of the Land (3rd edition, 288/400) has two powers. The first one prevents a Dark Sun realm or holding from being discarded, or keeps a Dark Sun realm from being razed. A so-so ability that is great in a DS-themed deck. The second power is where the prestige is. This event can restore a razed realm from any world. The ability to flip a realm back over can win a game instantly. Furthermore, if used at the conclusion of a losing battle, the attacking champion gets no spoils. Truly amazing card. The new, Remastered version of Spirit of the Land (Prime edition, 288/999) has the exact same powers, except the world has been changed to Frozen Fire. It still can unraze one other realm, regardless of world. Even the ability to mess with the attacker's spoils has been retained. Cool. 

11. Caravan.

From logs to actual wheels. A step up!

Every deck needs a Caravan (3rd edition, 319/400 and Classic edition, 131/999). Both the OG card and the Remastered version do the exact same thing - give you an immediate turn. Monster of a card.

And now...the rarest of the rare...a Spellfire: Remaster the Magic card that has actually been POWERED UP from its orginal Spellfire version.

12. Assassins.

He's getting closer...!

At first glance, Assassins (3rd edition, 252/400) and it's Remastered version (Classic edition, 221/999) seem identical. Both allow a losing player to destroy a champion anywhere in play if on the losing side of a battle. That's a primo power, and this card will be in any deck containing allies. I'd even put it in a deck with no other allies, simply for the power to kill a Lyr of the Mist, a Headless Horseman, or an Istus, Lady of Fate. The Remastered version of the card has been beefed up, however, and now gives a solid +6 bonus instead of the old card's +2. Four levels may not seem like much, but they might come in handy. After all, it's always best to win a combat and raze a realm (or defend your own) and collect a spoils. I'll take that outcome even over eliminating a vexatious champ in an opponent's pool.

Next time: More on the new Spellfire: Remaster the Magic game.