Here is a
nice little way to win games very quickly with the Snitch.
Starter
Hooch
Turn 1 -
Charms, Charms
Turn 2 -
Charms, Wand Shop
Turn 3 -
Phoenix Feather Wand, Golden Snitch
If you go
first, then your opponent will have to do at least 10 damage in 3 turns. The
first turn will be 2 lessons, so theyll need some real quick damage. This combo
is vulnerable to denial, though. They have to start with a lesson provider to
stop it and PoN a lesson on the 2nd turn, or play a location of their own. The
only other problem is Lost Notes on the Snitch because you can discard 2 other
cards for PoN when the snitch is out. It is also weak, of course, to a lousy
draw.
eViLfRoStY