Understand instantly
  • Holding must be attached to the Realm of the same world
  • Blood Moon Holding can be placed within any Realm
  • Upon razing the Realm attached Holdings are discarded
  • #1 The Portal creates a path for all champions and allies to any opposing player's Realm
  • #2 Clerics and Wizards can’t attack Realm with Ancient Magic Tower Holding attached to it
  • #3 The Needle allows you to revive one Ally from the discard pile every turn
References
Hill of Crosses
Hill of Crosses

In Spellfire, Holding cards are marked with a navy blue icon at the top left corner. They are used with Realm cards to add extra special powers. In this writing, I will reveal three of my favorite Holdings and their special powers.

Holding must be attached to the Realm of the same world

One Holding can be played during Phase 2 regardless of whether a Realm was played, rebuilt, or not played at all. Although it does not need to be attached to the same Realm just played or rebuilt, a Holding must be attached to the Realm of the same world. (Logos on the cards must match).

Logos on the cards must match
Logos on the cards must match

Blood Moon Holding can be placed within any Realm

Some Holdings can be placed within any realm, such as Blood Moon. This kind of power is stated in the card's special powers and usually are marked with Spellfire logo. Some holdings have unique powers activated upon an attack against the attached realm. However, others have special abilities that are always in effect.

Blood Moon card in detail
Blood Moon card in detail

Upon razing the Realm attached Holdings are discarded

Each realm can only have one holding. It is impossible to move a holding to another realm or remove it voluntarily unless another card's special power removes it. Upon razing the Realm, all Cards attached to it are discarded unless the card's special power instructs otherwise. It is impossible to attack a holding and the attached realm separately.

#1 The Portal creates a path for all champions and allies to any opposing player's Realm

My #1 favorite Holding is The Portal. During phase 2 The Portal can be attached to any opposing player's Realm. It creates a path for all champions and allies "in play". It is very helpful if you would like to attack an unexposed Realm with champions and Allies who are not flyers, swimmers, or earthwalkers. Portal discards when the Realm is razed. 

The Portal card in detail
The Portal card in detail

#2 Clerics and Wizards can’t attack Realm with Ancient Magic Tower Holding attached to it

My second pick is Ancient Magic Tower. No one knows the purpose of this Ancient Tower, but clerics and wizards are afraid of it and don't go near it. Cleric and Wizard champions can not attack or harm in any other way the Realm with Ancient Magic Tower Holding attached to it. If attacked by champions of other types it can not be defended by Cleric and Wizard champions as well.

Ancient Magic Tower card in detail
Ancient Magic Tower card in detail

#3 The Needle allows you to revive one Ally from the discard pile every turn

And the third place goes to The Needle. This strange building makes a connection with the dead allowing you to bring back one ally from the discard pile on phase 5 of every turn. Allies are very helpful in battles and bringing them back from the discard pile to your hand can play a crucial role in final battles of the game.

The Needle card in detail
The Needle card in detail