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Harry Potter
Card of the Week Welcome to my second Card of the Week! - In the StandsThis
time I would like to look at the power of the adventure
cards, and which ones should be considered when creating
your deck. Also, you must consider these powerful
adventures when making the rest of your deck, because you
don’t want to be crippled by having your opponent play a
certain adventure! So my
card of the week is one of the new power adventures from
the quiddich set: In
the stands Adventure Effect:
Your opponent can’t play creature cards.
To solve: Your opponent chooses 4 Creature Cards in
his or her hand and discard them. Opponent’s
Reward: Your opponent may draw a card Yet
again, we have another POWERFUL adventure card.
Adventures are the power cards of Harry Potter, and
this is an amazing one. Basically,
its like 4 Privet Drive but for creatures If your
opponent’s deck depends on creatures for the kill, it
just destroys them! Now, we must always keep in mind
that we can only have one adventure in play. (If
there was a card that would let us have more, that would
be one of the most amazing cards in the game). So
when we play an adventure, it has to be so horrible, that
our opponent MUST deal with it.
Otherwise they will just sit there and let you have
it and then all the other adventures you draw are wasted.
But if they just have to destroy it or else the will lose,
then they will pay a heavy price (in this case, discarding
4 creatures, and saving you a lot of pain), and then you
just get to play another adventure! That is
our goal in the use of adventures. They must be SO
BAD that our opponent is FORCED to get rid of them, and
then we play another, and another. Then when they
spend all their time and resources destroying our
adventures, we hopefully will have time to defeat our
opponent. The adventures that I consider to be in
this category for a CONTROL-TYPE deck are the following: 1)
4 Privet Drive (if they are a deck which
kills by direct damage, not creatures) 2)
Gaze into the Mirror (quiddich set): During your
opponent’s turns, prevent all Spells damage done to you
by Spell cards. To
Solve: Opponent chooses 5 Spell cards in hand and
discards them. Reward:
Opponent gets 1 more Action Again,
this is against the direct damage decks. And it,
like 4 Privet, kills them, but the penalty to get rid of
it is even harsher, they have to get rid of 5 of their
spell cards! If they do that, chances are, they wont
have enough business spells left to win the game. 3)
In the Stands: (shown above) This
is killer against the creature decks, probably even worse
than unusual pets! They
can’t win without their creatures, so they have to
discard 4 creatures to destroy(solve) it. And then
they wont have enough creatures left to defeat you!
It will take them some time to draw some more creatures to
start playing. I
would drop this card down as soon as I saw my opponent
play a single COMC lesson, if I had it. Generally,
I would wait to see what my opponent is playing before
playing an adventure (unless I knew). If I see COMC
lessons, you drop the anti-creature adventure. If a
potions lesson, you drop the anti-spells adventure.
The goal of playing with these adventures is that you will
play the ones corresponding to the type of deck you are
playing against, and they will be forced to destroy the
adventure in order to be able to do anything against you.
And in order to do this they must cripple themselves, by
discarding lots of cards, so they don’t have much left
to do anything to you anyways Note I said these are the
adventures I would use in a CONTROL deckthat is, a deck
whose goal is to control the game and win over time, being
able to deal with their opponents threats, and then using
a few, powerful threats of their own to win the game. Now
there is another type of adventure which I would use in a
“BEATDOWN” type deck.that is, a deck which goes for
quick kills, trying to defeat (or seriously weaken) their
opponent before he or she can get going. These are
the adventures which can do large amounts of damage (and
therefore must be dealt with), and which have a painful
cost to get rid of. These
are the following: 1)
Unusual Pets
This
card is wonderful against creature decks, and the cost of
sacrificing two creatures is painful. I consider 4
damage a turn to be the amount which “must be deal
with”. If you use your adventure to do 2 damage a
turn to me, I will probably just sit there and take it and
try to kill you before it kills me. But 4 damage a
turn, combined with other damage sources, is very
threatening. 2)
Hagrid Needs Help
Effect:
Opponent gets one less Action per turn (never to zero
Actions though).
Solve: Take 8 damage. Opponent’s Reward: draw 3 cards The one
less action a turn is crippling, an effect which much be
dealt with. And it effectively deals 11 damage
(counting the draws as a damage too). If you are
doing lots of damage fast, and then drop this, your
opponent will be facing the painful predicament of either
taking a lot more damage, or playing with only one action
a turn. 3)
Sticking Up for Neville
Effect:
Before each of your turns, your opponent takes 4 damage.
To solve: Your opponent discards his or her hand.
Opponent’s Reward: Your opponent may put up to 4
non-Healing cards from his or her discard pile on the
bottom of his or her deck (in any order). Again,
that 4 damage a turn is powerful, and this card doesn’t
have to be played against a creature deck! If you
play this quickly, like in the first couple turns, your
opponent will have to either discard their hand to get rid
of it, thus crippling them in the early game, or else take
a lot of damage before they can get their cards out so
that discarding their hand is not so painful. I
consider these six adventures to be the most powerful,
though there are others which could be great in certain
decks or certain circumstances (of course).
Generally, when playing adventures, consider whether your
opponent could simply allow you to keep the adventure in
play, and suffer through it, since it isn’t TOO bad, or
whether it is just too crippling or destructive to allow
it to exist, and they MUST kill it. It is the second
type which you want to play. That way, your opponent
will have to go out of their way to get rid of it, and
then you will simply play another.
(You don’t want to draw lots of adventures and
not be able to play them!) Now,
remember last week I was talking about the new character
Professor Minerva McGonagall (whose name I misspelled last
week.I blame this on the fact that I was in such disbelief
of how good this card is, that my brain just stopped
working)... Anyways,
doesn’t that ability to get rid of your opponents
adventure look even better now, after having looked at
some of the new powerful adventure cards from the quiddich
set! Think
about it! If you are playing a creature deck, and
your opponent drops an In The Stands on the first or
second turn, (which I would do if I had it and I saw my
opponent drop a COMC lesson), then you are pretty much
stuck! You have to discard four creatures to get rid
of it, or else you cant do much of anything! But if
you have Professor McGonagall, you just tell them to put
that adventure right in their discard pile and you start
putting out your creatures. Or think if you have a
potions deck. Your goal is to throw big potions in
your opponent’s face like Draughts of Living Death and
Dogbreath Potions. And your opponent plays a Gaze
into the Mirror before you get the chance! You are
sitting there with five wonderful potions in your hand
just ready to throw them all at your opponent for the
kill, and suddenly you have to discard them all, or else
you’ll never be able to do any damage. But if you
are playing McGonagall?
No problem at all.at least, for the first one.
And if they had two, you at least only have to pay to get
rid of one! Then you might still be able to find
enough potions or creatures to go for the kill.
And she provides a transfiguration lesson too.
How amazing is that? You can play transfigure spells
without even putting a single transfiguration lesson in
your deck. And look at the new great transfigure
spell. Diffindo 8T - Spell Choose
1 of your opponent’s cards in play (other than his or
her starting Character). Your opponent discards that card. You can
destroy an adventure, a fluffy (or other creature), an
item, a character other than their starter, basically,
whatever card is giving you pain, it is gone.
(Except a 4 Privet Drivethat one you have to use
McGonagall to get rid of, or lose 6 cards). It is
an incredibly versatile spell, and you should be able to
get up to 8 lessons, especially with some sort of wand or
broom or cauldron, and Minerva here giving you a free
lesson to start. With
all the powerful adventures out there, I consider Minerva
McGonagall pretty much a must for a starter. Don’t
expect to play her as a backup against me. I’ll be
playing her as my starter every time... Well,
time to look at a deck. My goal here is to be
versatile in my method of defeating my opponent, and being
able to deal with whatever type of adventure my opponent
throws at me. That way, no matter what they do, the
game’s not over. Starter:
Minerva McGonagall (the ABSOLUTE best) Adventures:
(10) 3 4 Privet
Drive Creatures:
(14) 4 Vicious
Wolf Items:
(5) 3 Borrowed
Wand 2 Cage Spells: (12) 4
Diffindo Lessons:
(21) 10 Charms In this
deck, you will kill with some powerful creatures, using
your adventures to greatly hamper your opponent, and your
spells for defense. Near
the end, Halloween Feast can be used to get those
creatures which were killed or discarded due to damage.
Or, it even gets back 4 creatures you discarded to solve
an In The Stands! Now,
this deck is unplayed (and you have to get the quiddich
cards to play it, anyway), its untested, and will need
work, but it’s a start! Working on decks is one of
the best parts of any collectible card game. I’ll
leave that part to you. I think
that a creature deck, with ‘halloween feast’s to help
avoid the ‘in the stands’ adventure and the ‘unusual
pets’ adventure, would be a good choice too. As
far as potions decks go, I think that you ahd BETTER play
Minerva McGonagall, or you will just lose to adventures. Thanks
for reading, Until
next week. |
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