Harry
Potter TCG cards at first glance
I took a careful look at the cards that I have and I have come up with some generalizations of each class of cards that should be helpful in deciding which lessons to use and what game play style fits you. Keep in mind I haven’t seen all of the cards so if some of the information turns out to be wrong, don’t blame me because I’m just trying to get this information to those who want it as fast as possible.
The Lessons
Charms:
Direct damage, discard, some recursion and wands
With
Charms you can make your opponent discard cards directly from his or her deck
and make them discard cards from their hand, though direct damage cards may
only be used once. Paired with Potions
you can get these cards back from your library to do damage again. Some of the spells give you the option to do
damage to creatures instead of the opponent and at least one lets you do damage
to both (toe biter) and 4 should be standard in each charms deck. Wands provide a boost in lessons
Potions:
Major recursion (healing) some damage and some elimination.
So
far I haven’t found too many potions cards so I know the least about this
lesson. From what I can tell the main
thing that potions contributes is the ability to take cards from the discard
pile and shuffle them into your library.
This can be very important in the late game as it effectively stalls the
game, letting your opponents cards run out while you replenish your
supply. The only thing is you can’t use
a healing card to get another healing card from your discard pile, that just
prevents an infinite card combo but clever players may figure a way around
this. The Professor Snape card lets you
shuffle 7 cards from your discard pile into your library once per game and he
provides 1 potion lesson, look for this guy to pop up in combos.
Care
of Magical Creatures: Creatures and creature related
spells.
Here’s the deal, in order to win you have to get rid of your opponent’s cards in their library. Creatures let you do damage over and over again until they are removed by your opponent or the game has been completed. If you can get the damage going then you are sitting pretty. Most decks will probably have creatures in them because they are just a good deal. Some creatures require that you discard a lesson or two when they come into play. In exchange you get a tougher creature than you could have normally played at your current lesson level. This will slow you down but I think the risk is worth it if your opponent has to struggle to take out a quick creature while they are loosing cards. Early game should be creature oriented.
Transfiguration:
Card elimination, damage evasion, turn manipulation.
Major creature removal and ways to slow
creatures down are the keys to transfiguration. This lesson includes ways to get more actions per turn which
could be abused, but cards like this have high lesson requirements so they are
more late game cards while they would be most useful in the early game. Still with a large amount of creature
removal at its disposal this could be a favorite with the cold efficiency of
creatures. Every deck will probably
have charms or transfiguration to deal with creatures because that’s what they
are good at.
Adventure
Cards
Adventure
Cards give your opponent a challenge, a drawback, a victory condition and if
they fulfill that condition a reward.
They cost 2 actions to play but can seriously slow an opponent down if
you can get one out quick enough.
Character
Cards
This
is a character from the story that has a special ability that is useful and
possibly abusable. You start out with
one (this is “you” and can’t be destroyed), but you can play more at the cost
of 2 actions. I haven’t seen too many
of these but Hermione and Snape both look like solid characters. Anyone that gives you a free lesson is all
right by me.