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Harry Potter
Card of the Week Alright,
time for my next installment of card of the week! Well,
after three posts, the number of emails sent to me by
people who don't like my writing is only greater than the
number of fan emails by 1! (I'm just glad that people
actually read what I have to say) I
figure, if everything I said was what people agreed with
and already knew, then no one would learn anything!
You have to Tell someone something other than what
they already think in order to have a chance of teaching
them something. (You
might be wrong, but at least you'll make them test their
idea out and prove its better!) I didn't get to write a card of the week last week because I was working on a project the whole week (I am a Computer science major, and its near the end of the quarter that should explain everything) But I finished it yesterday, so I have time to write :) Since
I missed last week, I owe you two, so this week is a
DOUBLE card of the week (the second comes later down) Well,
after two articles I still haven't touched any of the
cards which actually have to do with quiddich lessons, and
the new card type, the matches, so I think its time for
those. So
for this week, my first card of the week is: Catch
the Snitch We'll
take a look at the various matches, and which ones are
good or bad in what kinds of decks, and whether Catch the
snitch is a good card. First
of all, when we play a match, we are expending one action
to play it, and also using up a card (which could be
thought of as an action, because drawing costs an action.
You can think of the turn as having 3 actions,
where one must be a draw).
So we've already spent the equivalent of two
actions getting the match out there.
We'd better win it, or else we're just helping our
opponent beat us! So
the first thing we'll have to keep in mind when thinking
about the matches are that we must be able to win it, at
least almost all the time.
(Because if you waste the time playing it only to
have your opponent win, its REALLY bad) With
catch the Snitch, we are guaranteed to win the match if we
play the match as our first action for the turn, and catch
the snitch as our second.
In this case, we have to look at whether its really
worth it. We
used two cards, and two actions, to gain the prize on our
match card. That had better be a good prize for the
equivalent of four actions worth of work!
You could have cast two spells during that time.
Are any of the matches worth it, or is it better to
use other methods of winning the match? Here
are the matches: Ravenclaw
Match Lesson
cards from his or her deck and put them into play. Then
that player shuffles his or her deck. Well,
this one's prize doesn't help us much if we have the 7
lessons to play catch the snitch This is one that we would
play early on and then try and do 10 quick damage, if we
do, we gain a big early advantage.
(getting two extra lessons out early is an awesome
advantage) I think this is a REALLY good card to base your deck around.
However, its not necessary to use catch the snitch
with this, since its main advantage is speeding you up,
and if you have the lessons to catch the snitch, you dont
relaly need this. Slytherin
Match, This
one has a big effect, and its hard to win, so it actually
seems good for Catch the Snitch.
However, we're not going to win a game just by
healing ourself if we use all our cards to play matches
and win them with catch the snitch, and they just heal us,
our opponent will just put out more big damaging spells.
So you wouldn't want this to be the only one you
use. Still,
it's a great emergency healer!
It you are desperate, play this and catch the
snitch and gain back 15 cards. Hufflepuff
Match This
one is awesome! Drawing
5 cards for winning it is a huge help, we'll probably
never have to draw again.
And 5 damage to your opponent too!
I like it. What
else is there Practice
Match Another
good one, giving you a good boost in number of cards.
I would use damage to win this one though, not
Catch the snitchits pretty easy.
And you'd better play it and then win it in one
turn, or else your opponent will win! (Unless you play it like first turn) Well,
that's all of them. It
seems like Slytherin and Hufflepuff are the matches we'd
most want to use catch the snitch on.
Slytherin for a backup healing, Hufflepuff for
damage and card drawing.
But none of them really destroy our opponent by
themselves. So we'll need to use lots of other cards to deal the damage So
will catch the snitch really help us very much?
In some circumstances it will.
It certainly will if our opponent like to play
matches and then not win them the same turn But other than
that, would we rather just include another damage spell,
and try to win the matches like that?
Maybe I think catch the snitch is okay if you have
lots of the right matches, and its good if your opponent
also uses big matches. Lets try to make a deck. First, we need a character, well, I would think of going for Minerva McGonagall as a good choice, especially if your opponent uses pesky adventures. (It would be bad to play a quiddich match, hoping to hit your opponent with damage spells, and then have him/her drop a 4 Privet Drive or Into the Mirror and forbid you from playing them!) But in the interest of going with quiddich stuff, lets see how our quiddich instructor would work. ******** Our
second card of the week: Madam
Rolanda Hooch Well,
the quiddich lesson is very helpful.
We aren't going to need to include
any quiddich lessons in our deck now!
So we can put in whatever other lessons we want.
That extra lesson will help us get going faster so
we can play matches and do damage fast.
And getting a broom of our choice is a great
ability, provided there are any good brooms!
(And its free too, it doesn't take a naction to
use, so it's a free draw of a broom of our choice!) Lets
look at the brooms: Nimbus
Two Thousand Well,
its costly, so it wont help us get going faster early on.
But it will be
powerful when we do get it in play!
What else is there Comet
Two Sixty Its
fairly cheap, so you can probably play it second turn like
you would another lesson.
And its ability is pretty good!
(Not as good as the Nimbus, but its much easier to
get out.) Playing
with this will also give us the advantage that we don't
have to play as many lessons in our deck, since we'll
already have two free ones! One from this broom (when we play it), and one from Hooch.
That means we wont have to draw as many lessons to
get up to how many we need, and we therefore wont have to
put as many into our deck, so we'll have more space for
good spells! Sounds
good to me Cleansweep
Seven Hmm,
it's a little cheaper than the Comet two Sixty, but its
ability isn't as great in my opinion.
(You generally can draw cards fairly fast in this
game, so rearranging the top ones isn't a huge help.)
I think I'd rather have the damage prevention
myself. It'll
help keep us from losing matches! We'll
I think if I got to choose one to start out with in my
hand, I'll probably go with the Comet, maybe the Nimbus,
but its costly, so it doesn't help us out right away.
I'm going to go for a quick deck here so we can use
the Raven claw match which is really good to win early on.
Having that damage prevention will make it a bit harder
for our opponent to win a match we play if we cant win it
the turn we play it.
(Which is probably the case if we're playing them
early you don't want to have your opponent win your
matches!!) Alright,
so we have: Starting
Character: Madam
Rolanda Hooch That's
effectively one lesson in play and one in our hand at the
start of the game! (We
need to play two other lessons before the broom, but we'll
probably get two) Now
we need some matches.
Practice match is easy to win, but I think we'll
have enough cards, our problem will probably be playing
them out fast enough, since we going for a quick kill. Hufflepuff match gives us cards and hurts them, so lets use
some of those: 4
Hufflepuff Match We
need some more. I
think we only need about 8 matches maximum, otherwise
we'll have loads of matches and not enough ways to win
them. So we
want slytherin match?
Well, I'd use it for a slower, more controlling
deck, with Catch the snitch, but for this one I think that
healing ourself isn't too helpful, we want to kill our
opponent. How
about ravenclaw? If
we can get two more lessons out, that'll help a lot. Lets
use 3. 3
Ravenclaw Match Now,
it takes 8 and 10 damage to win the Hufflepuff and
Ravenclaw m
matches, respectively.
That's too much for a little spell to do, so we'll
try to get in with 2 spells or effects. One
good damage method is adventures such as sticking up for
Neville and Unusual Pets.
If you don't remember: Sticking
Up for Neville We
probably cant play unusual pets too early, since they wont
always have a creature, so its not as helpful. But this
one is great, since they wont want to discard their
original hand, and we can get in some good damage. So lets
play 4. 4
Sticking up for Neville The
adventures that do less than 4 damage a turn probably
aren't worth it. Lets look at spells which do quick
damage. We
can choose to go with some of the quiddich spells, charms,
potions, or transmogrify spells.
The transmogrify damage spells aren't that great,
so lets not go with that.
We'll get quiddich for free, so lets choose one
other type of spells to go with.
I like charms, since it has some good spells to hit
our opponent AND hit a creature, so we can keep their
creatures down to stop them from winning matches that way.
Also, charms allows us to use borrowed wand, a
great card which is cheap and provides two lessons, so it
helps speed us up. What
are some good charm and quiddich damage spells, that
aren't too expensive? Lets look at quiddich first: Bludger Well,
it takes awhile to start hitting, and your opponent can
stop it if they win the match on their turn, probably
there mont be a match in play for too many turns, lets go
with something more immediate.
Also, if our opponent plays "no time to
play" it'll kill this AND our match Power
Play Well,
its good, but 7 damage is just barely not enough to win
our matches! And without one in play it can sit in our
hand. Cobbing The
effect is good, but the cost is a little high for our
purpose Fouled! Do
4 damage to your opponent.
During your opponent's next turn, he or she gets 1
fewer Action. (If
this would mean your opponent has fewer than 1 Action, he
or she still gets 1 Action). This
is the perfect card!
It even hinders our opponent from trying to win the
match by getting rid of one of their actions.
We want four of these! Ouch! This
is good, so we'll probably want it. Pulling
Up A
couple extra damage for the finish off the match, and we
get to draw. I
like it. We'll
consider it. Lets
look at some good charms damage spells: Stream
of Flames This
one rules! If
we go with charms, we'll use four. Stupefy: Cost 6, 5 damage. Decent, but Ouch is better.
Toebiter:
Cost 3, damage 2 to opponent, 2 to creature.
Good, but not big damage either. Maybe
charms weren't the way to go, lets look at potions, and
see if that better. Here's
all the potions which look decent for this: Jawbind
Potion The
effect is good, it helps us win the match by preventing
them from winning, but
two damage isn't very much. Weakness
Potion This
is good against creature decks, since it prevents their
damage too. We'll consider it. Bloodroot
Poison If
I discard a lesson, I want more damage. Draught
of Living Death: Cost 8/discard 2.
12 damage. Well,
that'll win either match! Malevolent
Mixture: Cost
5/discard 2. 10 damage. The
perfect card. Its
cheap and will win either match.
If we use it to win a Ravenclaw match, we get to
search for two lessons and get them back! If a hufflepuff, we do 5 more damage and draw some cards.
Very awesome! Dogbreath
Potion: Cost
6/discard 1. 8 damage. It'll
win our Hufflepuff match.
Also very good.
Looks like potions are the way to go for this deck. Noxious
Potion: cost
3/discard 1, 5 damage.
I'd go with Ouch over this, I don't want to discard
lesson when I've only got three out. Alright,
lets look at which ones were good: Lets
go with: 4
Fouled (Cost 4/damage 4, opponent loses 1 action) 4
Ouch (Cost 5/Damage 5, opponent discards a card) 2
Power Play (Cost 7/damage 7, must be match in play) (I
only use two because I don't want to get stuck with them
when I have no matches.) 2
Draught of Living Death (Cost 8/Disc2 Damage 12) 4
Malevolent Mixture (Cost 5/Disc2
Damage 10) 4
Dogbreath Potion (Cost 6/Disc1 Damage 8) If
you cant get all the Draughts or Malevolent Mixtures, you
can substitute weaker spells or go with charms, but I'd
rather try and trade
for or buy the good cards, buy them online on ebay, or
something like that Of course, I'm not saying you should
try and open a million packs to get 4 of each of these
rares! You
can trade or buy them individually Or use other cards, but
I think that these, especially Malevolent Mixture, are
really good in this deck. Well,
that's 20 damage spells.
That seems pretty good to start.
Now to finish off the deck.
We want a few more adventures.
I'd pick 4 out of the following list: 4
Privet Drive, Lets
say: 2 4
Privet drive, 2 gaze into the mirror.
(I'm not as concerned about creature decks, since
our potions can kill them if we really need to.
But if you play against lots of creature decks, you
could go with In The Stands or Unusual Pets even. So
we have so far: Starter:
Madam Rolanda Hooch Items
(1):
1 Comet Two Sixty Matches
(7): 4
Hufflepuff Match
3 Ravenclaw Match Spells
(20):
4 Fouled Adventures
(8): 4 Sticking up for Neville
2 4 Privet Drive We
need lessons, but since we already start with one from
hooch, and one from the broom we get using Hooch's
ability, we don't need quite so many. They'll need to be
potions lessons. Lets
go with 22 potions. Lessons
(22): 22
Potions lessons Well,
that's 58 cards, so we have 2 left! Maybe something
defensive, or both defnsive and offensive. Lets add in two
Jawbind Potion. It costs only 4, deals only 2 damage, but
prevents our opponent from playing spells on their next
turn, so we'l have a better chance of winning our match. So
the final decklist is: Character:
Madam Rolanda Hooch Items
(1):
1 Comet Two Sixty Adventures
(8): 4 Sticking up for Neville Matches
(7):
4 Hufflepuff Match Spells
(22):
4 Fouled Lessons
(22):
22 Potions We
notice that in this deck, we don't need Catch the Snitch,
because our big potions perform the same purpose of
winning the match, but they also do lots of damage at the
same time, for the cost of a lesson or two.
I think its worth it.
I think that in most cases, I'd rather put in a big
damage spell instead of catch the snitch and win matches
that way. I
think the only problem this deck might have would be in
dealing with adventures like 4 Privet Drive and Gaze into
the Mirror, which are really
killer. (That's
why I like to play as professor McGonagall so much!) Try
it out and see what you think!
I think it looks pretty good, but of course, only
testing will make a deck perfect. Thanks
for reading, hope you enjoyed this card of the week! |
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