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Henchman
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Henchman

Once played, this ally remains with the attached champion. Any number of magic items and artifacts may be attached to the ally regardless of any restrictions (Rule of Cosmos, world, race, etc.). If discarded, all cards with the same name as card on the Henchman are discarded also.

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

Properties

Type
Ally card type
Power
+2
Rarity
Common
World
AD&D
Edition
Chaos
Level
1
Phases
4

Copyrights:
TSR
Wizards of the Coast

Henchman - an ally with no boundaries

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This wonderful card features the character of Nodwick, done by the very skillful artist Aaron Williams.

First off, this ally may be played only in battle legally, but thereafter, stays with the allied champion until discard is forced. Interestingly, in battle and after, magic items may be attached to either the Henchman or his allied champion.

Magic items and artifacts of any sort can be attached to the Henchman, regardless of what the artifact or magic item says. The main reason to do this is that is the last line of the henchman's power; if the henchman is discarded (including sent to the Abyss or the Void), all copies of all attachments to him are also discarded. This means you should use magic items you expect opponents to use (often including cards like the Bag of Holding (28/AR) or the Rings of All Seeing (171/4th)) on the Henchman. This way, your oppoent will only try to destroy Nodwick if he is willing to give his own cards up. This will let the Henchman find his way into major tournament decks (which often seem to be magic item or artifact heavy).

The best way to deal with the Henchman is not to let him into play (discarding him from the hand or deck early) or to destroy him quickly before he gets attachments matching any of yours.

Also, if you happen to play very light on magic items and artifacts, or use ones that are rarely seen in tournaments, leave the Henchman alone. He is likely to annoy other opponents more than you, and save you both the effort and from being the target of that opponent's firepower.