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Pojo's Harry Potter Card of the Day
Gringotts - Diagon Alley
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Gringotts |
Power Needed:
4 Charms |
Card Type:
Location |
Effect:
When you play this card, discard an other location from
play (yours or your opponent's). Each player gets 1
more Action on each of his or her turns (including the
turn you play this card). |
Card No:
10 |
Rarity:
Rare/Foil |
Set:
Diagon Alley |
Average Rating: 2.93
(based on 6 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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Everybody likes getting more actions,
so if you put this card out, there is a good chance your opponent
will be pleased and let it stay around. It effectively shortens
games by allowing more to be done in a turn. Thus, it slightly favors
creatureless decks, since creatures deal their damage over the course
of many turns. If you have a one turn win combo that needs lots
of actions (Diagon Alley/Spiral Dive/Draco's Trick, for example),
this card will help you get to being able to play it in one turn.
That's important, as you don't want your combo pieces laying out
in play, where your opponent can destroy them. This card is subtle,
and stronger than many would think. Don't casually dismiss this
card.
Rating: 3 |
Crusader
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An extra action is great...but it
goes to your opponent, too. I would prefer Unicorn over this any
day. But...combine this WITH Unicorn....=o That is just plain scary!
4 actions a turn...2 Unicorns out, 5 actions a turn! But I have
found one drawback of extra actions...you tend to draw with them.
This kills you. So, I don't really like extra actions, but I'll
take them if I can.
Rating: 3 |
MadEye
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OK the theory out there right now
is this: If you use this card it can work against you just as well.
This is a true fact. However, I have a rebuttal to this. If you
can set your hand up so that when you play this card you already
have combos ready in your hand to work with it, your opponent will
not be as prepared for it's use. Therefore, you will have the ability
of having a surprise attack. Most players will think of its benefits
for them to have this card out and will not take it out of play.
Now you are ready to unleash your combos. When you run out of combos,
simply replace it with another location so now that they can start
using it, it is no longer available for them. It can be exciting
for your opponent to see this card come into the game and leave
them frustrated as you remove it from the game. If you attempt this
strategy, enjoy the rewards.
Rating: 4 |
Prof_Lockhart
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Gringotts is obviously the scariest
location out there. Everyone is too afraid to play it, because not
only do you get one extra action your opponent gets one extra action.
However, I feel if your deck is built so that your hand is replenished
with cards, then you won't be wasting actions to draw cards, you'll
be using those actions to do damage, while your opponent will be
running out of cards, and using those actions to draw cards. If
you built your deck around this card, I really think you could make
a scary scary deck. Just something you should think about.
Rating: 3.25 |
Snuffles
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The trick is with Gringotts "What
do i do with my extra action?" My advice is.... use something
that limit's your opponent's next turn... such as.... Forgetfulness
Potion, Jawbind, Fouled!, an Adventure (nudge nudge wink wink Letters
To No One cough cough splutter splutter *burp* excuse me), Swelling
Potion, Shrinking Potion, Defence!.... something like that... this
card tends to lend itself to potions in this respect, but let's
face it... Actions are fun! I'm not sure i would put this in a competitive
deck, but if you are just playing for fun, this card just might
make the game a lot more interesting!
Rating: 2.5 |
Wozniac
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I only see one use in this card. If
you have a lot, and I mean A LOT, of 3 card combos, use it! If not,
dump it. The fact is that it helps your opponent as much as you
and that is if it isn't more. Unicorn is a very good substitute
and the money pieces also.
Rating: 1.8 |
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