|
|
|
Pojo's Harry Potter Card of the Day
Through the Trapdoor - Adventures
at Hogwarts
|
Through the Trapdoor |
Card Type:
Adventure |
Effect:
Your opponent discards the card drawn at the start of
each of his or her turns. |
To Solve:
The card drawn and discarded at the start of your opponent's
turn is a Lesson card. |
Opponent's Reward:
You take 1 damage. |
Card No:
48 |
Rarity:
Uncommon |
Set:
Adventures at Hogwarts |
Average Rating: 2.80
(based on 5 reviews) |
|
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
|
Aardvark
|
The fascinating aspect to this card
is that the opponent has very limited control over solving it. The
reward is negligible, but the effect isn't exactly a backbreaker
either. Repeated use of this card will tend to diminish your opponent's
hand size. There are other cards which do that faster, however.
Considering that adventures require two actions to play (and another
to draw), I prefer ones that have a strong game impact. This adventure
seems too mild in effect. It's not awful, mind you. Middling, I'd
say. If a future card gives you control over your opponent's card
draws, then this gets significantly better, so watch out for that.
Rating: 2 |
Crusader
|
This card is horrible. It is WAY to
easy to solve. Snuffling Potion is MUCH better. They discard ANY
card they draw. And, its more of a luck card then anything...The
one damage for the reward is an ok reward...but there are MUCH better
adventures out there. I will personally laugh at you if you use
this against me. :P
Rating: 1 |
MadEye
|
Denial Decks Dream Card! If you play
denial, you try to keep lessons from being put into play by your
opponent. This card deals one damage every turn it is out and it
will run against McGonagall and or Filch one time without interruption.
The best part about this card is that when it is solved, they still
didn't get their lesson card, and you only have to take one damage.
I admit, bouncing the amazing white ferret seems fun, but not if
you are the ferret. If you are being hit with this card as weak
as you think it may be, you will find yourself hoping that you packed
enough lessons to survive their denial and a few of these. Because
in essence what happens is this: You will run out of cards in your
hand, You will end up drawing on your actions, You will not get
many chances to play on your actual actions. People forget how important
that first draw is until they no longer have it.
Rating: 4.5 |
Prof_Lockhart
|
I know what you're thinking this card
is week, well here's what i'm saying, anti-healing, anti-philosopher's
stone deck all the way. Now, more then likely if your opponent,
uses the philosopher stone, they aren't going to have many lessons
in their deck, so this card will make them always discard the first
card, and then make them use an action to draw, so its like in essence
giving them only one action a turn. Your opponent might not think
too much of this card and its hard to solve cause they'll have to
draw a lesson card. This also works well if your opponent is healing
and stacking his deck with damage cards. I would advise playing
around with this card and using it towards the end of the game.
You never know when and how much you could frustrate your opponent.
Rating: 2.5 |
profpoke
|
In a hand denial deck, this thing
can put a big ow on your head. Most kids try to build decks with
few Lesson cards so they can have room for all their "killer" cards.
This card takes advantage of that situation, and makes it deadly.
In discard decks, if they can get your hand to 0, then you discard
the card you draw, and then you have to waste some of your actions
on drawing cards, which might be lesson cards that the adventure
needs to discard to be solved. Since your opponent can't actually
choose when to solve this one, and since the reward is just 1 damage,
it really makes it a good card to play.
Rating: 4
|
|