This is a Strategy that I have written to help newcomers
to the game
deal with some of the harder decks it covers a
control deck a Draco Malfoy
Slytherin deck and a Charms/Quidditch deck. I will list the main idea
of each of the decks you are playing against and
then in the end post a
deck that I use that has done well against all of
those types.
First
off my name is Michael. I have been
playing Harry Potter
for almost two years now and I have noticed one
trend in the people playing
it. Most
will help you learn the game better, if you tell them you need
help. Most
have a temper, and if you push them too far they will try to crush
you and then later try to exchange some trash talk
with you. But this
biggest thing that I have noticed is that people who
come into the world of
Harry Potter TCG and look as if they know how to
play, or in a chat sound as
if they know how to play, nobody holds back. And I have seen many, many
people who after a severe first loss never want to
play again. That goes for
almost everyone that I have played and beaten that
did not tell me it
was their first time. They no longer want to play any more, thus getting
rid of a potential player to make this game
better. So have decided to show
you a few tips and strategies to help some people
want to stay and get better
at the game, and to help people who are already good
become better.
First I
will look at three decks that can destroy a lot of other
decks. The
first is a Control deck. This deck will
destroy a newcomer if
they are as unfortunate as I was to run into one in
their first battle.
Most of these have a set of 4 Picking on Neville
(PON) and a set of two to three
Lost Notes.
They will also have several Through The Arch and maybe some
other adventures to go along with that. Usually a control deck is using
Spells as their main damage. But some will use creatures and some will
use
straight control and not worry about doing damage
sine they are keeping you from
doing damage to you. But most will be using some kind of damage.
Usually it will be charms spells so they can use Obliviate
to take out your
hand or charms exam to do the same thing. Some will include a Griphook to also
take out your hand.
The next
one is a Draco Malfoy, Slytherin deck.
This makes for a
very difficult dissection of a battle plan. Usually against a potions deck
you want to find ways to get rid of their lessons or
to do a lot of damage
early to make sure that you win early since they are
going to use big hitting
spells such as Dragons Blood and Malevolent Mixture
and Draught of
Living Death.
Getting hit with one of each of those would be over half your
deck. So you
need to do quick damage and incorporate some healing incase of a
major attack.
That is all that I can really think of that can help against
one of those other then including some cards that
keep them form playing item
cards and stuff like that.
The last
is the infamous quidditch charms deck.
These use wand
shop to get lessons quickly and they sometimes
incorporate a few adventures
and definitely some big hitting spells such as Mid
air collision. Then
some brooms and maybe even some Oliver wood cards to
add some extra damage.
This is probably the hardest one that I have faced
due to the quickness that
they can get out the lessons and attack you. Most of the time they are
doing twelve damage a turn by the fourth turn. These can now also have some
controlling aspects to them with the addition of the
Adventures @
Hogwarts cards.
They can limit your actions and the only real defense is a
control deck.
Adventures can also slow down the progress of the damage that
comes your way.
Last
there is the deck that I use. I use a
control Potions
Creatures deck.
This gives me three ways to hurt them.
Potions with my
creatures and by controlling what they play. I have McGonagall as my starter
and I have many different strategies to go with
it. I use items and I use
Adventures and I use powerful creatures below is the
deck that I use.
Characters x1
McGonagall x1
Lessons x28
COMC x13
Potions x15
Spells x11
Lost Notes x2
PON x4
Diffindo x2
Burning Bitterroot x2
Creatures x13
Fang x2
Marble Gargoyle x4
Quintaped x4
Welsh Green Dragon x3
Items x4
Self Stirring Cauldron x4
Adventures x4
Through the Arch x4
Total cards = 60 (DUH)
The
strategy is to get out a Self-stirring Cauldron along with two
COMC as quickly as you can that leaves you open to
lay down any of the
creatures that you want to. You can substitute a few damaging spells
instead of
the healing cards, or you may use a few good nights
sleep or a Argus Filch
to counter more Adventures as long as the adventures
does not keep you
from playing spells you can get rid of them with the
Picking on Neville or
Diffindo. I
hope that this is helpful and I hope that the new comers
to the game read this and decide to give the game
more than one blow out loss.
Have a nice day.
If you have any questions or Comments e-mail me here
Michaelmassengale222@hotmail.com
and again my name is Michael.