Cancels a just-played thief skill and prevents the opposing champion from using any more skills for this round of combat. (Off/4)
Copyrights:
TSR
Wizards of the Coast
Alarm is now considered to read:
Can be cast at any time to cancel a just played thief skill. (Def) May also be used in battle to prevent an opposing champion from using thief skills. Off/4
If Alarm is used in combat both of its powers function. That is, Alarm will both, cancel a just played thief skill and prevent the opposing champion from playing any further thief skills. When used to cancel a thief skill the spell is considered defensive, when used to deprive an opposing champion from playing thief skills it is offensive.
Alarm is also now considered a counter affect card for thief skills. To work as such, it must be the very next card played. (see the Dispel Magic rule in the tournament rules for further details on counter affect cards in general.)
With the wide use of such powerful thief skills as Con Game (82/DU) and Hijacking (86/DU) it was clear that a counter affect card was needed.
Nearly every deck should have a place for this card, as nearly every opponent's deck will contain the high powered thief skills listed above.