Like Magic and Pokemon, I am certain that the Harry
Potter TCG will follows in it's "parents(?)"
footsteps, having quite innovative players create
tournament-winning (or sometimes very cheesy) deck
archetypes that will be used by most players
As of right now, WotC has introduced two slightly
different playing styles in the starter set: mass
creature production and lesson deprivation (Hermione's
deck), and lightning-fast direct damage (Draco's
deck).  The two decks had a limited pool of cards, and
some cards (such as curious raven) were used to plug
empty spots on both of the decks. 
I think that most people who buy the starter set first
will take one deck, and improve upon it, so I guess
that there will be a lot of Draco
direct-damage/Herminone creature fest decks during the
first few weeks of league or tournament play.
But, despite that, innovative gamers are never one to
settle with conformed designs, and from what I've
heard is in the base set, they will have ample room to
create their own new and exciting decks.
>From what I've heard about adventures, they seem to be
quite good at stalling a game out, letting the person
who is using the adventure simply wait his opponent
out until there are no cards left in his deck.  If it
is anything like Magic, though, I think that only the
top players who have access to a lot of cards will
attempt this strategy.
So, there you have it. Three proposed strategies that
I have devised.  Take note, though, that in a TCG,
especially one with a few expansions under it's belt,
there are infinite ways to construct a good deck and
even more ways to construct a  tournament-winning deck
strategy.  So, if you go to your local Harry Potter
league (hopefully Wizards will start one) and see an
experimental deck type that you think is too out of
the ordinary or might never win a game, just note that
you have been warned! 


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