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Pojo's Harry Potter Card of the Day
Hut on the Rock - Adventures
at Hogwarts
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Hut on the Rock |
Card Type:
Adventure |
Effect:
Before each of your opponent's turns, if he or she has
any cards in play (other than his or her starting Character),
he or she chooses 1 of them and discards it. |
To Solve:
Your opponent discards his or her hand. |
Opponent's Reward:
You take 5 damage. |
Card No:
15 |
Rarity:
Rare/Foil |
Set:
Adventures at Hogwarts |
Average Rating: 2.87
(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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If your opponent lets this card stay
in play for more than a turn, they're nuts. If we assume that you're
only playing sane people, this card trades your three actions and
5 damage for their 2 actions and cards in hand. Fred and George
will cut the cost on your side by an action. This would be worth
it if you could catch them with at least 4 cards, in my opinion.
But since they can solve it at the end of their turn, they would
need to have 5 or more cards in hand at the start of their turn
to satisfy my "standard" for playing this. The five lesson
restriction prevents this card from being an early game surprise,
and I'm additionally concerned that an opponent might have a card
out that they actually want to discard - like an already used one-use
character. In short, the number of little negatives add up to enough
that I'm not terribly excited by this card. Nice card picture though.
Rating: 2 |
MadEye
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I have mixed feelings about this great
denial card. When I first read it I thought to myself, this card
will be great coming in late in the game when you are playing a
denial deck. Their hand will be full of cards and you know they
cannot afford to lose too many lessons if you have been keeping
their lesson count to a minimum anyway. They will still have to
lose one of something before they can get rid of this. And it will
hurt them a lot to play an Apparate, Logic Puzzle, Flying Motorbike
or whatever, because they already lost a card and they might as
well make you pay 5 for it.
But then I thought why not just play Cobbing or something that will
not require you to use 2 actions and/or use a hand discarding card
like you normally do anyway. After much consideration I believe
if you are running a denial deck
play with it, if not
stay
away from it.
Rating: 3 |
Prof_Lockhart
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This card has the potential to be
scary for you and scary for your opponent. Do not play this card
if your opponent only has a few cards in his hand, cause he'll solve
it right away and you'll take 5 damage, however if your opponent
has alot of cards in his hand, he's going to solve it right away
anyways, otherwise every turn he's going to be either playing two
cards to play and discarding one, or playing spells and losing two
lessons. He'll soon find out pretty fast that he can't keep that
up for long. However, he might be able to tolerate long enough,
to play some cards in his hand and then solve. So the book on Hut
on the Rock, is denial decks could find this useful, but only if
its played at the right time, and that time is when your opponent
hand is full.
Rating: 2.75 |
Snuffles
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I like this adventure. I like adventures
that make sense between the way you solve them and their effect.
Now before each of your opponent's turns, he or she discards something
from play. This means that it will automatically hit once. and if
you are playing a denial deck, This will hurt a lot. If you are
playing a good denial deck, your opponent will be stuck with several
cards in hand he or she can not play and will not want to discard
their hand to solve. Now the reward is five damage to you, so play
it carefully, but i definitely suggest playing it.
Rating: 3.6 |
profpoke
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This card was one many people liked even before they actually got the card
itself. You use two actions to play this in most situations, and you're
garenteed atleast one card off the table from his side before it can be solved.
So if you're playing card denial, this one is great! If they solve it quick, they
lose their hand and a few cards from play. If they don't solve it quick, they lose
a lot more cards from play and then their hand when the do solve it. Most
people will solve it quick, so be prepared for atleast 5 damage.
Rating: 3 |
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