The attacking champion must discard one magical item chosen by the defender.
Copyrights:
TSR
Wizards of the Coast
This coastal realm is a reprint of Icewind Dale (20/3rd). It is a good realm to have in the lead of the formation since its power only works when other players' champions attack it during phase 4. The defender can discard any magical item attached to a champion sent forward by the attacking champion.
In the absence of an attached magical item, whether attached when the champion attacked or added during the battle, the power cannot be used. Icewind Dale's ally Loup-Garou (236/4th) is a good choice when defending; if the opponent has a good magical item hidden in his hand, he must play it, and thus lose it, or he will lose the battle.
If the attacking champion has a magical item, he must must discard it. It is not necessary to use the power at the start of the battle. This power can be held in reserve by the defender and used later in the battle to force the attacker to discard an item. Defenders may discard items later in the battle if the attacking champion does not have a magical item at the start of battle.