Another mystery just as old as the game itself.  Is using 
Adventures in your deck a good idea, and why or why not.
 
     Well lets, again, look at the pros and cons of different types of 
adventures.  We will start withe the type that keeps your opponent from 
playing or using spell cards, or any other type of card.  In my opinion 
most Adventure cards will fit into this category.  You have many many many 
cards to choose from so lets look at the top three.  We have #1Through the 
Arch. This card keeps them from playing any spell cards at all for four 
actions.  If you are using the right cards this can be a very useful adventure.  
I would suggest running this with a deck that has Fred and George Weasley 
as the starter and Hermione as an ally and then puttin a fluffy into play.  
that means that if used right you can hit your opponent for 36+ damage.  
Cards pending.  #2 we have In the stands.  This is the answer for that 
deck that has only a few creatures but they are all power house creatures, 
it has the same effect, but it can be either easier or harder to solve then 
the through the arch.  I would run this in a potions deck that has few 
healing, or in a charms quidditch deck that has a weakness to creatures.  And 
las but not least #3 is a adventure called hiding from snape.  This used to be 
a waste of space as there were not many items being played.  But with the 
arrival of Draco Malfoy Slytherin and items like Bulgeye potion and 
others like it this card should be getting a lot more playing time, setting 
this in your deck may be a waste I would suggest only one or two per deck.
     The next type of Adventure card is the type that does damage to 
your opponent every turn until they solve it.  These are in my opinion the 
best, no one want to be going up against 12 damage plus what ever your 
opponent decides to do, every sinlge turn.  Again we will look at the top 3 
Adventures of this type.  #1 is my favorite of this kind is meeting 
Fluffy.  This would be a good card to use in a dumbledore's watch deak, you get 
rid of their lessons then get your up to nine and watch the damage go.  If 
played along side with a fluffy and some steel claws your opponent may 
be loosing a lot quicker.  But this does have its down falls.  It is easy 
to solve.  Most of the time your opponeny will have at least three cards 
if you have the nine lessons required to play this card.  And it gives your 
opponent an extra action so you are in the end helping your opponent a 
little.  #2 is Sticking up for Neville.  This card is really not all 
that good but it is one that will get your opponent to solve it, 4 damage 
every stand by turn is not a lot at the time but sompiled 4 damage for just 4 
turns can be a lot.  I like this card in a deck that the owner has 
limited amount of adventures, it goes good with the combo of Sticking up for 
neville then when they solve it you uses Provet drive thus forcing them to draw 
cards in order to solve it.  And #3 is only here because it is the last 
one I can think of.  It only does two damage a turn and in the end is not 
really worth playing in most decks.
 
     And last we have the Other Adventures, these all put into one set 
just to limit that amount of reading and typing that you and I have to do.  
#1 is Candy Cart.  This is a Adventure that you are not going to want to 
solve and not going to want to let stay out on the field.  your opponent draws 
three cards and then gets rid of three cards from their hand, how much better 
can that get and to solve they take ten damage.  This card has a very small 
draw back, the opponent gets to draw a card when this is solved, in my 
opinion this is the perfect adventure, even with the colst of three lessons.  
#2  Hagrid needs help.  This is a good card your opponent only gets one 
action even the turn that this is solved.  To solve it your opponent takes 8 
damage, so either way they loose on this card.  The draw back is your 
opponent gets to draw 3 cards.  but in a sense that is just taking 
three more damage.  So this is one of those adventures that this may be good 
or bad in your deck, I would not use it if I was using a lot of spells 
that limited actions such fouled.  #3 would have to be Harry Hunting.  your 
opponents spells and creautes take two more lessons to put into play.  
To solve your opponent discards seven cards from his or her hand.  this is 
another positive one in both sides even if your opponent is able to get 
rid of it that turn you can still get rid of what should usually be thier 
entire hand.  And their reward is they put a lesson card from the discard pile 
to the table.
 
I apologize for the many spelling errors I must have made in this 
tip/strategy and for the many that are to come and have passed.  Until 
next time where I shall look at the world of matches.
 
 
Michaelmassengale222@hotmail.com Michael Massengale