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

dkgojackets@carolina.rr.com