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Pojo's Harry Potter Card of the Day
Locked In - Chamber of Secrets
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Locked In |
Card Type:
Adventure |
Effect:
Your opponent gets 1 fewer Action on each of his or her turns (even the turn this Adventure is solved). (If this would mean your opponent has fewer than 1 Action, he or she still gets 1 Action.)
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To Solve:
Your opponent chooses 4 cards in his or her hand and discards them.
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Opponent's Reward:
Your opponent may draw 2 cards.
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Card No:
72 |
Rarity:
Uncommon |
Set:
Chamber of Secrets |
Average Rating: 3.38
(based on 5 reviews) |
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Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
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Aardvark
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I love getting more actions than my opponent. If you get this down right away, you
will enjoy twice as many actions per turn at the outset. Your opponent doesn't have
to get rid of it right away. Maybe they actually like losing. But if they prefer winning,
this card is going to have a huge bullseye on it the moment it gets played. It takes an
action to draw this and two to put it onto the table. Your opponent has to discard
four cards to solve, each of which is worth an action, but they get to draw twice as
a reward, which is two actions in their favor. Since they are required to lose an action
the turn this is solved, overall, the total number of actions for this card is dead even.
If you have Fred+George out, you have an advantage of one action, and will gain an
edge of one more action every turn this card remains in play. If you can keep the
number of cards in their hand below four, they can't solve this adventure in the usual
way, since the four card discard to solve must happen all at once. With one less action
per turn, it will take longer for them to draw enough cards to solve this adventure. So
with some accompanying discard cards, you can keep them locked in. To sum up, this
card shows a great deal of promise as the centerpiece for a deck.
Rating: 4 |
Enraged
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This card isn’t good at all. The ability is excellent but Hagrid Needs
Help is just so much better. It is just way to easy to solve this
adventure at any point in the game. Plus drawing back half of the cards
you dumped to solve is good for the solver not you. It would be
manageable if you could "lock" the game by keeping their hand size down but you
can do quite a bit of damage with one action so that possibility out.
Play HNH it is waaaaaaaaayyyyy better.
Rating: 1.2 |
Lockhart
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Well this card definitely has a little potential. It will easily be pointed out that
this card isn't as strong as Hagrid Needs Help, but thats ok. This card will work well
in hand denial decks and will work well in any situation where you want to deny actions.
So lets say you can clean house, and your opponent has no cards in his hand, slap this
card down. Now your opponent gets only one action a turn. To draw two cards, well if
you got two garden gnomes in play that means your opponent is in all essence toast, cause
he'll never be able to break free of that cycle. Pretty nifty huh.
Rating: 3.5 |
profpoke
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An uncommon Hagrid Needs Help! Not quite as strong a punch as it's rare counterpart, but
considererably good. HNH could be solved by anyone first chance they got. Locked-In requires
that they have atleast 4 cards to discard, so if you play hand denial, you could keep them
down on actions for a good while. =) And when they do solve it, they draw only 2 cards, which
would make them still 2 cards shorter than they had before when you played it. ;')
Rating: 4.5 |
Snuffles
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Another action denial adventure and i think i like this one better than
Hagrid Needs Help. Sure it doesn't do the 8 damage like Hagrid does, but if
you can keep your opponent's hand in check, they may never be able to solve
it. Even if you can only keep this up for a couple turns, that still means
2 more actions in your favor... My advice with adventures like Hagrid Needs
Help and Locked In is to capitalize on the adventures you have gained.
Otherwise, Hagrid is 2 actions for 8 damage (11 if you count the reward they
may or may not take). Most decks can do better than that nowadays. This
could couple well with those funny looking Garden Gnomes as your opponent
would only be able to draw once each turn if they want to solve. Of course
the better lock card is Letters From No One where they have to use the
actions to draw. I like this card and i think it has possibilities.
Rating: 3.7 |
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