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Pojo's Harry Potter Card of the Day
Venomous Tentacular Juice - Chamber of Secrets
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Venomous Tentacular Juice |
Power Needed:
9 Potions |
Card Type:
Spell |
Effect:
Count the number of cards in your opponent's hand. He or she draws twice that many cards.
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Card No:
52 |
Rarity:
Rare/Foil |
Set:
Chamber of Secrets |
Average Rating: 4.70
(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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In the "old days" there was a deck archetype that used the combo of Obliviate
and Potions Class Disaster. The deck ran Snape as the starter, and had plenty
of Charms lessons. When it drew a Wand Shop, it would zoom up to its normal
operating level of 12 lessons and then try to seize control of the game with the
combo. The newest set makes that old deck obsolete. The "new" combo deck
is also blue and green, using this card and Dobby's Help. The deck is configured
much like the old one, although now it combos faster, since Dobby's Help costs
only 10 lessons, and VTJ costs only 9. Additionally, the new combo is now the
win method, instead of just the "gain control" method. This win method is based
on forcing your opponent to draw a lot of cards. This isn't damage, and thus would
evade any damage prevention defenses they have in play. Try this card with Wand
Shop, large wands, Dobby's Help, and search cards like Reparo and Gringott's
Vault Key, and you'll soon find yourself regularly winning in spectacular and
grotesque fashion. Of course, you would soon find yourself without any friends to
play against. But that is the price of success, isn't it?
Rating: 5 |
Crusader
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VERY nice card. Combined with Dobby's Help, it's usually game over :O They
draw twice as many cards in their hand, so even if they only have a 7 card
hand, that's still taking 14 cards away from there deck! But, the only bad
thing is, if you can't finish them off, you often set them up to kill you!
Rating: 4 |
Enraged
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One of the best cards in the game. It leads to degenerate amounts of drawing and since you can
draw your deck out pretty quickly when one of these is laid there is no real defense against it
except denial and adventures. This card doesn’t need Dobby’s help to be good it just needs 2x of its
self, but even one of them is insane. Personally I think it was a mistake to print this card.
Rating: 5 |
fishbob
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This card rocks if you use it right. You play Dobby's help followed by this.
If Dobby gets your opponents hand up to 20 cards, you basically won! I have
a deck based on that combo. The high cost isn't that hard to get up to
either. I really like this card and reccomend using it with Dobby's Help.
Rating: 4.5 |
profpoke
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When a card becomes he key ingredient to a new type of Archtype, the answer to
a question about it's rating would have to be, "duh." The combo is obviously this
and Dobby's Help, but consider which card is actually doing the most work? If you
somehow played all 4 of these in one turn, there's a better chance of making them
draw more cards than if you played 4 DH's instead. The hand size is basically
trippled after each VTJ layed down. Even at as small a beginning number as 2, that
could be 6, 18, 54, 162 cards in their hand. o_O Whomever devised this card up at
Wizards must have been one evil minded dude. Never underestimate the power of
exponentials. >=)
Rating: 5 |
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