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Whip of Disarming
48 / 100

Whip of Disarming

All magical items and artifacts attached to the opposing champions are instantly discarded; no more may be added. (Off)

This is an old and copyrighted card, and it is restricted to use in the New Spellfire Game or official tournaments.

Properties

Type
Magical Item card type
Rarity
Uncommon
World
AD&D
Edition
NightStalkers
Level
1
Phases
3/4

Copyrights:
TSR
Wizards of the Coast

Extended description

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All magic items held by the opposing champion when the Whip of Disarming enters combat are placed in their owner's discard pile. After the Whip of Disarming enters the combat the opposing champion cannot have any new magic items attached.

With so many powerful magical items that affect combat, the Whip of Disarming can win a lot of combats for the player. This item works well in any combat deck and especially one with a denial theme. Include cards like Net of Entrapment (217/3rd), Clay Golem (247/4th), Midnight, Goddess of Magic (46/3rd) and Marilith, Tanar'ri (52/AR) to drive your opponents nuts in battle. The combination of Whip of Disarming and Loup-Garou (236/4th) is an easy instant defeat. The Whip also works well when attached to any champion immune to allies such as Gib Irod (21/NS-chase) or champions that allies cannot be used against like Cistern Fiend (282/3rd).

Nearly any combat deck will benefit from the inclusion of the Whip of Disarming, but the true forte' of this card comes when facing other combat decks as your opponents scramble for support cards that will work against you.