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Pojo's Harry Potter Card of the Day
Hagrid Needs Help - Quidditch Cup
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Hagrid Needs Help |
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 that 1 Action, he or she still gets 1 Action.)
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To Solve:
Your opponent takes 8 damage.
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Opponent's Reward:
Your opponent may draw 3 cards.
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Card No:
9 |
Rarity:
Rare |
Set:
Quidditch Cup |
Average Rating: 4.40
(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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Alex Rockwell
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This adventure can be quite good in the right deck, as its effect is
very strong (forcing your opponent to lose one action a turn). Your
opponent will basically be forced to solve it, thereby taking 8 damage, and
effectively another 3 as they draw 3 cards. In effect, you are
spending a turn playing this adventure, and giving your opponent 3 more cards, in
order to do 11 damage. This is quite good in a deck based around
getting a quick kill. However, with the extra cards and time your opponent
gets, they could nullify this by playing a burning bitterroot balm, or
similar card, or alternatively, they could use these cards and time to deal an
equivalent amount of damage to you.
Allowing your opponent to draw three cards for free like that can be
painful against many decks. However, if you are dealing quick damage
and putting lots of pressure on them, the cards may not be enough to
compensate for the fact that they just took eleven damage.
The other weakness of Hagrid needs help, as with all adventures, is
that if your opponent uses Professor Minerva McGonagall as their starter,
they can just destroy it at any time and you will have wasted a turn. If
you play two of them, having one destroy by McGonagall, to get one through,
your opponent will have taken only 11 damage as a result of two entire
turns of yours, and gotten three extra cards to boot. So this card is
bad if your opponent plays McGonagall. Again, that is the same with any
other adventure.
Overall, I think the card is good in a quick damage deck, when you fell
that few people are using McGonagall as their starter, and should be
considered for that kind of deck.
Rating: 3 (would be higher if McGonagall wasn't being played)
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Crusader
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Hagrid needs help is one of the best adventures in the game. Taking
away one of your opponents actions each turn is great. And, to solve it, your
opponent has to take 8 damage, which is quite a bit. If your opponent
takes the reward, he's had 11 cards from his deck took away just from Hagrid.
Rating: 5
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Hagrid23
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Hagrid Needs Help. Boy, do I.. Oh, er.. We're talking about the card.
This is one of the better adventures in the QC set. This card reduces
the number of actions that your opponent gets, thus limiting the cards that
he can play. Playing this card early in the match can put him inna hole
that he'll never recover from.
The card has a pretty high cost to solve (8 damage) plus it remains in
effect for the turn it is solved. That means that your opponent will
lose at least one turn, even if he immediately uses McGonagall's power.
This is one adventure that I always solve right away.
Rating: 4
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MadEye_D
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This is by far my favorite adventure card. It works at least one turn
in every situation, even against the infamous Prof McGonagall. Any card
that can slow down a players progress on their turn has a great long
term benefit. It is great to be able to play 2 of them in a row even.
This card has a slight disadvantage when solved in that it gives the
player a 3-card draw. So in my opinion, the best follow up cards are
the Charms Exam or Fouled! when it is played and solved early on during a
game and especially when they are ready to unleash a big hand. This
adventure card works in most decks. It's ability is actually very
versatile.
Rating: 5
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ProfLupin
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No Review Today
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profpoke
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This is one of the best adventures out there, IMO. They get 1 fewer actions for each of their turns, even the turn it gets discarded. Taking 8 damage is a hefty price to pay to get you action back for the next turn. Even with McGonagall, if you're running 4 in your deck, he/she will eventually have to solve it if they want their precious actions back.
Taking away you're opponent's chances to play is a very strong ability.
Rating: 5
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Snuffles
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No Review Today
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