Earthwalker. During combat, this ally can release a bolt of lightning that renders the opposing champions magical items powerless for this round of combat.
Copyrights:
TSR
Wizards of the Coast
Starting at a +10, this puts the Behir into a prestigious class of highest level ally, tied with The Dream Team (1/RR-chase). Not only that, but it also has the Earthwalking ability (very important for a deck focused on attacking) and can negate magic items.
The key part to remember about the last part of the Behir's power is that in only effect magic items that are in play when it activates it's lightning power (note: this power can be held for a vicious late round magic item).
The +10 should put you ahead in levels, so wait until another item hits the table before you have the Behir "light" it up.
With good timing, this card could be a worth edition to any combat deck, or might even be really good defensively.