My thoughts
on every card in the Adventures at Hogwarts Set.
Its always
hard to know just how good a card is before testing it. (Though you can usually tell if it will be
generally good or bad) Many of these
cards I have not played, so my rating is just how I feel they would work. Also, many cards are dependant on what type
of decks people are playing. So if the
environment changes, different cards can become good.
A note on
my ratings:
This is
what my ratings are intended to mean:
A+ One of the best cards ever made (example:
Minerva McGonagall (the greatest card ever!))
An A+ rating is nearly impossible to achieve. AN entire set might not get one card with
one.
A Awesome card, this is one of the cards
that makes you want to play a certain type of lesson
to use it
(Example: Borrowed Wand, Picking on
Neville)
Generally there will be about 3-4
cards I would give an A rating per set.
B+/B Great/Good Card. These cards form the backbone of most decks, and should be
considered when making your deck if it’s the right type. (Example: Quintaped, Cobbing)
B- Ok card, will fit into some decks
C+/C/C- Borderline card, might be playable in the
right deck, but rarely will you use it.
(Example: Boa Constrictor)
D/D- Bad cards that you should pretty much
never play. You might find a deck which
makes them ok, but they cant really be considered good. (Example: Ms Norris)
F Completely
worthless horrible cards. Never play
this. (Example: Potions Mistake, Meet
the Centaurs)
Characters:
Albus
Dumbledore
Character
Wizard -
Unique
If you have
at least 4 Lessons in play, your Spell cards with a printed Power cost of 6 or
more need 2 less Power to play. (You still need at least 1 Power that
matches.)
Rare
You knew they had to make him
sometime….
Well, He’s the only character that
has the potential to provide 2 lessons, so he should be good for
something. Note that his ability only
works on SPELLS, so it wont work on items or creatures, or anything else, which
would be really nice ;)
Also, it only works on cards with a
power cost of 6 or more. Note that this
means if you have 4 lessons and Dumbledore in play, you could play a 6 cost
spell, but not a 5 cost!!!! That’s
because the 6 cost would be reduced but not the 5. (I actually won a game as a result of this, my opponent could
cast a needed spell to kill my marble gargoyle, so I was able to keep it out
and play several lesson destroyers to keep him below 5, and did about 10-15
extra damage, which made the difference later :)
I think Dudmbledore is best in a
spell damage deck, probably quiddich, that doesn’t need expensive items, or
creatures. Also, since he doesn’t
actually provide a lesson, you will be limited to 2 types of spells, since it
would be too hard to play 3 types of lessons.
Overall, I think he’s a solid
character who could be good in the right deck.
Rating: B+
Argus Filch
Character
Unique
You may use an Action to discard an Adventure from play (yours
or your opponent's). (You don't get the reward.)
Rare
2/80
Well, you can discard many adventures, basically, this means
your opponent wont waste time playing them.
He’s not a wizard so you cant start him (not that I would want to), and
I don’t think he’s a great backup either.
There are usually better ways of solving adventures, and not everybody
plays them.
Rating: D
Crabbe & Goyle
Character
Wizard - Slytherin - Unique
You may use an Action and discard 2 cards from your hand to
do 3 damage to your opponent.
Rare
I would expect nothing less from Cradde and Goyle than a
crappy card :)
Instead of doing this, you could just CAST a damage spell,
save one of the cards, and probably do more than 3 in the process.
Now, you could think of spending the game doing nothing but
use this ability…play no lessons or anything.
In 12 turns you would have 7+12 cards and 14 actions. That could be 3 draws, 11 uses of this
ability (that would discard all 22 cards, deal 33 damage. Well, that not enough to kill! From then on, you could draw, draw, use,
each turn, and do 3 more a turn. If we
figure about 6 more damage would do it.
(Total of 42, with 14 turns going by so our opp has drawn 14 cards, and
starting with 7, that’s 60 cards.) So
this could win in 14 turns, doing nothing else. (With no healing) I think our opponent would probably be able to
kill us first, since we are playing no cards and doing nothing to stop them….
Rating: F
Harry Triumphant
Character
Wizard - Gryffindor - Unique
At the end of each of your turns, if you played an Adventure
card that turn, draw up to 4 cards.
Rare
Well, drawing 4 cards for using 2 actions is what Harry
could do before, but now you get to play an adventure, so this card is clearly
an improvement! Of course, no one
really played Harry before….but maybe he’s good now. However, you have to actually have an adventure to do it. You will want to use a fair number of
adventures with this, so you can use the ability. And if any of them are ones that your opponent can live with, then
they wont solve it and you cant use this ability again! Overall, I just doing think he’ll work well
enough to be worth it.
Rating: B-
Madam Pomfrey
Character
Witch - Unique
Healing
Once per game, you may shuffle up to 12 non-Healing
cards from your discard pile into your deck.
Rare
2 actions for a 12 point heal, now that’s good! I wouldn’t use Pomfrey as a starter, since
she does nothing to get you going, Snape would be similar but better, but
Pomfrey has got to be one of the best backup characters around! Put her in a deck without potions where you
need healing!
Starter Rating: C
Backup Rating: B+
Peeves
Character
Ghost - Unique
Once per game, you may discard your hands and draw 7 cards
to make your opponent discard his or her hand and then draw 7 cards.
Rare
Well, this is good if you have no hand and your opponent does,
but otherwise its not really worth 2 actions.
True it deals 7 damage, but you take that too. So you would want to use this in a deck that emptied its hand
fast, and prevented your opponent from doing the same. Still, I think he’s kindof hard to use.
Rating: C
Ron the Brave
Character
Wizard - Gryffindor - Unique
At the end of each of your turns, if you played an Adventure
card that turn, your may search your deck. You may take a Character card
from your deck, show it to your opponent and put it into your hand. Then
shuffle your deck.
Rare
Similar to the new Harry, but you get 1 character of your
choice instead of 4 cards. I’d take 4
cards almost anyday….
Rating: C-
The Fat Lady
Character
Gryffindor - Unique
You may use an Action to search your deck. You may take a Gryffindor
card from your deck, show it to your opponent and put it into your hand. Then
shuffle your deck.
Rare
Its 3 actions for the first search, 1 each after that. And there aren’t THAT many gryffindor cards,
most are characters, which will take 2 more actions to play. While you are doing all that, your opponent
will be killing you. Have fun searching
for gryffindor cards!
Rating: D
Well, that’s the characters. Overall, the only real additions are Albus Dumbledore and Madam Pomfrey,
you can pretty much ignore the rest (in my opinion)
Adventures:
Well, there are some new powerful adventures in this
set! Most of the good ones have lesson
requirements though!
Detention!
Adventure
Effect: Your opponent can't use Actions to play Adventure cards.
To Solve: Your opponent chooses 2 Adventure cards in his or her hand
and discards them.
Opponent's Reward: Your opponent may draw a card.
Rare
Ok, there are much better ways to get around adventures….
Rating: D-
Finding the Platform
Adventure
Effect: Your opponent can't use Actions to play Location cards.
To Solve: Your opponent lets you search your deck. You may take up to
2 Location cards from your deck, show them to your opponent and put them into
your hand. Then shuffle your deck.
Opponent's Reward: Your opponent may put a Lesson card from his or her hand
into play.
Rare
Just like the previous…..
You can kill a location by just playing one of your own!
Rating: D-
Hut on the Rock
Adventure
Play this card only if you have at least 5 Lessons in play.
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.
Rare
Now we’re talking!
As long as you have 5 lessons in play you can play this and put them in
a lot of pain until they decide to discard their hand. And they don’t even get to draw any cards
back as part of the reward! So they are
left with nothing!
Combine this with Forbidden Corridor, Picking on Neville or
Lost Notes, Scribblifors, and so on, and your opponent will be in a lot of
pain.
Rating: B
Meeting Fluffy
Adventure
Play this card only if you have at least 9 Lessons in play.
Effect: Before each of your turns, your opponent takes 12 damage.
To Solve: Your opponent lets you choose 3 of his or her cards in play (other
than his or her starting Character) and discard them.
Opponent's Reward: Your opponent gets 1 more Action the turn he or she solves
this Adventure.
Rare
Well, this is a hard one to play, since you have to have 9
actual lessons, not just 9 power. The
effect is deadly, is like having fluffy in play, so it is must solve. And the cost to solve it is really harsh! Sacrificing three cards! Provided they don’t have a better way. (McGonagall! McGonagall!!) You have to really build your deck with the
purpose of getting this (9 lessons), and that’s dangerous, with the
anti-adventure cards around.
Rating: B-
Midnight Duel
Adventure
Play this card only if you have at least 5 Lessons in play.
Effect: To use an Action to play a Creature or a Spell card from his or her
hand, your opponent must discard another card from his or her hand.
To Solve: Your opponent chooses 4 of his or her cards in play (other
than his or her starting Character) and discards them.
Opponent's Reward: Your opponent may draw 4 cards.
Rare
Also a very good adventure, get some lessons in play and
play it! Before playing most cards, your opponent will have to discard one,
that’s harsh! And the cost to solve it
is tremendously high.
Better have some defense against this one! (Read: McGonagall, the best card ever made)
Rating: B
Riding the Centaur
Adventure
Effect: Prevent all damage done to you by your opponent's Creatures.
To Solve: Your opponent chooses 4 of his or her cards in play (other
than his or her starting Character) and returns them to his or her
hand.
Opponent's Reward: Your opponent may draw a card.
Rare
Quite a good way to prevent creature damage! Until your opponent takes 4 cards back to
their hand (that’s 4 lessons or creatures probably!), you are safe from their
guys. Kindof makes you want to use
McGonagall for your creature decks doesn’t it :)
Rating: B-
Stoat Sandwiches
Adventure
Effect: Your opponent can't use Actions to play Healing cards.
To Solve: Your opponent chooses 5 of his or her cards in play (other
than his or her starting Character) and discards them.
Opponent's Reward: Your opponent may shuffle up to 5 non-Healing cards
from his or her discard pile into his or her deck.
Rare
Well, this might be useful sometimes, but most decks don’t
use healing. (Its good against potions,
but not much else) Play this if your
friend keeps annoying you with healing and you only play this against him (or
her).
Rating: C-
Voldemort Revealed
Adventure
Effect: Your opponent can't use Actions to play Spell cards.
To Solve: Your opponent takes 7 damage.
Opponent's Reward: Your opponent may put up to 2 non-Healing cards from
his or her discard pile and put them on the bottom of his deck (in any order).
Rare
Well, now how does that compare to a 4 Privet Drive,
huh? They really only take 5 damage,
since they heal 2. 2 actions and a card
to deal 5 damage, big deal.
Play 4 Privet if you want this.
Rating: D-
5 Points from Gryffindor
Adventure
Play this card only if you have at least 5 Lessons in play.
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 would
have fewer than 1 Action, he or she still gets 1 Action.)
To Solve: Your opponent chooses 5 cards from his or her hand and
discards them.
Opponent's Reward: You take 5 damage.
Uncommon
Now that’s more like it!
Giving them -1 action a turn is really harsh, they have to solve
it. And even when they do, they still
get 1 action that turn. They lose 5
cards and 1 action if they solve it after its been out 1 turn. You lose 1 card, 2 actions, and take 5
damage. That’s a benefit of 4 of their
cards for an action and 5 damage! If
there was a card which was about 6 power (figure 5 lessons + character), which
hit you for five but made your opponent discard 4 cards, would you do it? I think that would be decent. Of course, Purple firecrackers is probably
better, and isn’t vulnerable to your opponent having McGonagall :)
Rating: B-
Candy Cart
Adventure
Play this card only if you have at least 3 Lessons in play.
Effect: Before each of your opponent's turns, he or she draws 3 cards and then
chooses 3 cards in his or her hand and discards them.
To Solve: Your opponent takes 10 damage.
Opponent's Reward: Your opponent may draw a card.
Uncommon
Well, its 3 damage a turn, but it helps them draw
better. The cost to solve is harsh at
10 damage. Its tricky deciding whether
the advantage you give them in better draws is worth the damage. I tend to think its not, and there are
better ways to deal damage.
Rating: D
Flying Practice
Adventure
Effect: Spell cards that need Q Power use up 2 of your opponent's Actions
instead of 1.
To Solve: Your opponent discards 4 cards that need Q Power
from his or her hand.
Opponent's Reward: You take 2 damage.
Uncommon
Well that’s just mean to quiddich players isn’t it! They can only hit you with one spell per
turn!
And to solve it they lose 4 spells! If lots of people you play are using
quiddich, this can be quite good. Makes
you want to play McGonagall in your quiddich deck, doesn’t it. (Reading through adventures makes me want to
play McGonagall in every deck I make)
Rating: B
Looking for Trevor
Adventure
Effect: Your opponent can't use Actions to play Creature cards.
To Solve: Your opponent chooses 2 of his or her Lessons in play and
discards them.
Opponent's Reward: Your opponent may search his or her deck. He or she may take
a Creature card, show it to you, and put it into his or her hand. Then your
opponent shuffles his or her deck.
Uncommon
Well, this is similar to in the stands, but a different cost
to solve. 2 lessons to destroy it is
pretty good, but then, you used a turn getting it out, during which time they
could probably draw and play 1 lesson, maybe a second. And then they get a creature of their choice
when they solve it!
I think In the stands is far better.
Rating: D+
Running from Filch
Adventure
Play this card only if you have at least 6 Lessons in play.
Effect: Your opponent can't use Actions to play Lesson cards.
To Solve: Your opponent discards his or her hand.
Opponent's Reward: Your opponent may draw 3 cards.
Uncommon
Quite mean if you can get this out quick and destroy their
lessons! Then they are forced to
discard their hand to kill it. Problem
is, they get three cards back for solving it, and you use 2 actions and a card
to play it, (effectively worth 3 cards).
So unless they discard more than 6 cards, you didn’t really gain much.
Rating: C-
Through the Trapdoor
Adventure
Effect: Your opponent discards the card drawn at the start of each of his or her
turns.
To Solve: The card drawn and discarded at the start of your opponent's
turn is a Lesson card.
Opponent's Reward: You take 1 damage.
Uncommon
They discard 1 card a turn until they hit a lesson. Well, considering that usually 40% of a deck
is lessons, that’ll only take 2-3 turns.
So they will discard only 2-3 cards with it probably, which is what you
paid to use this! Too add to the
insult, you take a damage. Just
generally a waste of time.
Rating: D-
Well, time for the new creatures! Time for some fun!
Fang
8 CoMC
Creature
Dog - Unique
To play this card, discard 1 of your CoMC Lessons
from play.
When you play this card, do 4 damage to your opponent.
Damage each turn: 4
Health: 7
Rare
I like the new creatures which deal damage when the enter
play. That way, if your opponent kills
or bounces them to your hand, you still got your whack in!
Fang is an identical cost to the Hebridian dragon, which is
pretty good.
So lets compare them:
7/5 or 4/7 which hits for 4 when it enters play.
The health of both creatures is very good, though the 7
makes it so they cant Stream/Stream or Stream/Doxy like they can to the
dragon. If the creature survives for 2
rounds, the dragon is better, otherwise Fang is. Fang is unique, so you probably only want to play 1-2 of
him. Overall, I think he’s about
comparable to the Dragon. High cost,
but good.
Rating: B+
Welsh Green Dragon
7 CoMC
Creature
Dragon
To play this card, discard 2 of your CoMC Lessons
from play.
When you play this card, do 6 damage to your opponent.
Damage each turn: 6
Health: 4
Rare
Well, the 2 lessons is really harsh. You are asking to have him hit with Picking
on Neville (2 more lessons!) Scribblifors, Mice to Snuffboxes, Incarcifors, and
so on. But at least if they do, he did
6 damage! The 4 health is quite nice,
as it takes 2 of: Doxy, Stream, Bewitched Snowballs to kill him. I would play him in a lower cost deck that
topped out at 7. You get to 7, play a
Guard dog and this Dragon, and go back to playing 5 lesson spells.
He is good with a steelclaw for a surprise hit. Welsh Dragon + claw = 12 damage from
nowhere!
Rating: B
Giant Squid
10 CoMC
Creature
Squid
Damage each turn: 5
Health: 10
Uncommon
Well, the cost is really high, but the squid will stick
around almost as much as Fluffy would!
If the damage was higher this guy might be quite good, but as it is, I
think its just too hard to get to 10 lessons.
I would prefer lover cost cards like Guard Dog, Hebridian, and so on,
which are much easier to play. In the
right deck though, the squid could work.
Rating: B-
Marble Gargoyle
5 CoMC
Creature
Gargoyle
When Marble Gargoyle does damage to your opponent, if he or
she doesn't have any Creatures in play, it does 3 more damage to him or her.
Damage each turn: 2
Health: 3
Uncommon
Now there’s an awesome new 5 cost creature!
Remember back in the Quiddich Cup set, there was cobra lily,
and it was decent. People played
it. Well this guy is a cobra lily with
the potential to do 5 damage against some decks! This really helps out creature decks against spell decks,
especially against quiddich, which has a hard time killing creatures. Play Marble Gargoyle in your mid cost
creature decks, its worth it!!!!
Rating: A
Black Bat
4 CoMC
Creature
Bat
When you play this card, do 2 damage to your opponent.
Damage each turn: 2
Health: 1
Common
A definite improvement on Boa Constrictor! This guy gets a free hit when he enters
play. And the 1 less health doesn’t matter unless they play Streeler. And who plays streeler anymore??
Rating: B
Chimaera
7 CoMC
Creature
Chimaera
Damage each turn: 4
Health: 2
Common
2 health on a big creature is not enough. This guy can be killed by anything, Doxy,
Stream, etc. Compare him to guard
dog. The dog does 3, not 4, but is WAY
less vulnerable. You can depend on the
dog not dying easily. This guy just
keels over.
Rating: C
Sandstone Gargoyle
3 CoMC
Creature
Gargoyle
When Sandstone Gargoyle does damage to your opponent, if he
or she doesn't have any Creatures in play, it does 2 more damage to him or her.
Damage each turn: 1
Health: 2
Common
Similar to his bigger brother, the Sandstone Gargoyle is
great against quiddich decks. However,
this guy isn’t nearly as good against a creature deck, dealing only 1
damage. He’s ok, but not great like the
other gargoyle.
Rating: B-
Well that’s the creatures.
There are several good new additions, especially the new damage
creatures and the Marble Gargoyle.
Time for Locations:
Great Hall
2 C
Location - Unique
When you play this card, discard any other Location from
play (yours or your opponent's).
Before each player's turn, he or she draws a card.
Rare
Like Gringotts, this card is bad because it helps your
opponent too much. Its hard to make the
advantage benefit you much more.
Rating: D-
Hagrid's House
3 CoMC
Location - Unique
When you play this card, discard any other Location from
play (yours or your opponent's).
Whenever a CoMC Lesson (yours or your opponent's) is
discarded from play, put it into its owner's hand.
Rare
Decent, but not at the level of locations like wand
shop.
You will still have to use actions to play the lessons
again, so it doesn’t help that much. By
the time you can play the big important guys, chances are high you have some
more lessons sitting in your hand anyway.
Rating: C
Hospital Dormitory
7 P
Location
When you play this card, discard any other Location from
play (yours or your opponent's).
Each turn, each player may prevent 4 damage done to him or
her. (The damage may be prevented from one or more cards.)
Rare
Similar to Madam Malkin’s Robes, this will prevent damage
dealt to both you and your opponent.
It’s a good defensive card, with potential in a slow,
healing, control deck.
Rating: B
Potions Dungeon
3 P
Location - Unique
When you play this card, discard any other Location from
play (yours or your opponent's).
Whenever a P Lesson (yours or your opponent's)
is discarded from play, put it into its owner's hand.
Rare
This is better than Hagrid’s house, as its more useful to
keep your potions lessons to play again.
(You sacrifice for cauldrons, many spells, etc.) Play this in decks where you sacrifice many
potions lessons.
Rating: B
Quidditch Pitch
2 Q
Location
When you play this card, discard any other Location from
play (yours or your opponent's).
Spell cards that need Q Power (yours and your
opponent's) need 2 less Power to play (you still need at least 1 Power
that matches).
Rare
A very good location which can act as 2 lessons (if you only
use quiddich). Play with dumbledore and
that a 4 lesson reduction on any quiddich spells of 6 or more if you have 4
lessons. (So you can play 8 cost spells
like loop-the-loops, or bigger ones like out of control.
Forbidden Corridor
6 T
Location - Unique
When you play this card, discard any other Location from
play (yours or your opponent's).
Before each player's turn, he or she chooses 1 of his or her
cards in play (other than his or her starting Character) and discards
it. At the end of each player's turn, if he or she has no Lessons in play,
discard this card.
Uncommon
One of my new favorite cards, the corridor is great for
forcing your opponent to discard lessons and other important cards. The key is to be able to often discard cards
which don’t matter or which you might even want to discard. Such as:
Characters who have already used their ability. (Try:
Griphook, Madam Pomfrey, etc.) Cards
like Hedwig, which served their purpose already, and sacrifing lets you play
another one, and so on. Combine this
with lesson destruction and quick creatures for a killer deck. See my card of the week for more.
Rating: A
Overall, there are some good new locations, and you will
probably want to play your own location to destroy one your opponent might
play. (Its really fun to destroy Wand
shop with forbidden corridor, see them discard another lesson, and go from 8
lessons to 3 in one turn :)
The new match:
(There’s only 1, and its hardly worth even mentioning!)
Muddy Practice
1 Q
Match
Either player may use an Action to discard a card from his
or her hand.
To Win: Discard 5 cards from your hand in this way.
Prize: The winner does 10 damage to his or her opponent.
Uncommon
Hmmmmm….you use 1 card and 1 action to play this, then 5
more actions and 5 more cards to win this!
That’s 6 cards and 6 acitons!
And for only 10 damage! That’s
pathetic! Play some SPELLS to do
damage, using those cards and actions!
Rating: D-
And on to the items…
Galleon
10 C
Item - Money
You can play only 1 Money card each turn.
Before your turn, if this card is in play, discard it and
your get 3 more Actions this turn.
Rare
Well, the cost is really high, but it gains you 2 actions
for a card, which is very good. Also,
it lets you play for a killer turn.
Rating: B (due to high cost)
Dumbledore's Watch
9 T
Item - Unique
If this card is in play before your turn, discard all cards (other
than each player's starting Character) from play (including this card).
Rare
It kills everything!
All their creatures, lessons and all.
And yours too of course. You’ll
want to use this with a big hand ready to bust out quickly again. And try not to be hurt a bunch more than your
opponent. The problem is it doesn’t
work immediately, so they get one more hit with their creatures, and can
destroy it with Lost Notes or other cards.
Rating: B (just for the sheer destructive potential)
Mirror of Erised
10 T
Item - Unique
You may use an Action to discard this card from play. If you
do, count the number of cards in your hand and discard them. Then search your
deck. You may take up to that number of cards from your deck and put them into
your hand. Then shuffle your deck.
Rare
This can be quite good in a control deck! Get to 10 lessons, play this, get a bunch of
new cards of your choice from your deck, to do exactly what you need! This is good in the Potions class disaster
decks.
Philosopher's Stone
15 T
Item - Healing - Unique
You may use 2 Actions to discard this card from play to put
all Lesson cards from your discard pile into play. Then shuffle all non-Healing
cards from your discard pile into your deck.
When you build your deck, you can only put 1 Philosopher's
Stone in it.
Rare
15 lessons is a LOT to try and come up with. You get a new deck, and all your lessons in
play, so you will be drawing almost no lessons from then on. This can heal you a LOT, so don’t
underestimate its power. Don’t
underestimate its cost either, though, as 15 lessons is nearly
prohibitive. I think it could be quite
hard to make a deck which could use this.
Also, you are vulnerable to item destruction when you use this unless
you manage to get 3 actions (Use Draco
Malfoy, Slitherin)
Rating: A if you can manage to play it,
D- for all
the games it will sit there and you cant get 15 lessons before you die.
Overall,
I’ll give it a B-. Please make an
awesome deck with it and show me its good.
Quidditch Cup
9 Q
Item - Unique
Once during each of your turns, when you use an Action to
play a card that requires Q Power, you get 1 more Action that turn.
Rare
Basically it’s a free action each turn, provided you have
enough quiddich cards in your deck. 9
is a lot, and this card will be a big target for Picking on Neville, Lost
notes, etc. I think at that cost, you
should play stuff like loop-the-loops and draw 4 cards. Also, you could play Photo album for only 5,
and get a draw per turn (almost as good).
Granted that’s charms, not quiddich, but to compare cards, the Album is
a lot better.
Rating: C+
Collapsible Cauldron
6 P
Item - Cauldron
To play this card, discard 1 of your P Lessons from
play.
If this card is discarded from play, put it into your hand.
Provides: P P P
Uncommon
A very good cauldron, since they cant destroy it with lost
notes, it only goes to your hand to be played again! A high cost to only give 2 extra lessons, but I would choose it
over the other cauldrons, given the propensity for cauldrons to get hit with
PONeville and Lost Notes.
Rating: B+
Sickle
7 C
Item - Money
You can play only 1 Money card each turn.
Before your turn, if this card is in play, discard it and
your get 2 more Actions this turn.
Uncommon
Good for using combos like Bravado/Obliviate/PCDisaster
The sickle pays for itself since you get 2 actions for 1
action and a card.
Its playable in decks that need more than 2 actions in a
turn.
Combo Potential: A
Otherwise: B-
Knut
1 C
Item - Money
You can play only 1 Money card each turn.
Before your turn, if this card is in play, discard it and
you get 1 more Action this turn.
Common
Like Sickle, but only 1 action and 1 cost. Use this if you need less than 7 for your
combo you want to pull. Unless you use
it for some combo though, its bad, since you are losing a card.
Rating: Combo: A
Otherwise:
D-
Photo Album
5 C
Item
Before each of your turns, draw a card.
Common
Quite powerful, giving you many new options. Its basically free actions, since you
generally need to use some actions to draw.
The only problem is you cant turn it off, so it helps kill you
faster. Overall, I think this is a very
good card.
Rating: B+ (maybe
even A)
School Broom
4 Q
Item – Broom
Provides 1 Q
When you play this card, draw a card. If you play this card,
and you already have a Broom in play, discard the old one.
Common
It’s a good card, like a lesson with a free draw. It’s a little more expensive than comet 260,
but also quite good. A good broom to
get with Madam Hooch if you don’t want to get a Nimbus.
Rating: B+
And finally, the spells:
Dragon's Blood
7 P
Spell
To play this card, discard 2 of your P Lessons from
play. Do 11 damage to your opponent or to a Creature of your choice.
Rare
This is similar to Malevolent Mixture and Draught. If your playing those, consider this one.
Rating: B-
End-of-Year Feast
4 C
Spell
Put up to 4 Adventure cards from your discard pile into your
hand.
Rare
Not as good as the other feast, as you generally don’t have
many adventures in your discard…
Maybe play this with Fred and George Weasley.
Rating: D
Alohomora
4 C
Spell
Search your deck. You may take a Location of Adventure card
from your deck, show it to your opponent and put it into your hand. Then
shuffle your deck.
Uncommon
Usually not so great, since usually you don’t have many of
these types of cards in your deck. If
you want to use this, do it in a deck with 1 of several of different adventures
and locations for all different occasions, so you can find the one that saves
you. In the right deck, this can be
quite good. However, I would just play
Gringott’s Vault key instead, and get ANYTHING.
Rating: C (would be
better if there wasn’t Gringott’s Vault key)
Baneberry Potion
3 P
Spell
To play this card, discard 2 of your P Lessons from
play. Do 8 damage to your opponent or to a Creature of your choice.
Uncommon
This is a finisher, the one you play after hitting them with
a Draught, Dogbreath, and Malevolent Mixture, and have 3 potions left. You might consider playing 1 in decks with
the above mentioned cards, for this reason.
Rating: B-
Bludger Bop
6 Q
Spell
Your opponent chooses 1 of his or her cards in play (other
than his or her starting Character) and discards it. Then, if he or she has
any cards in his or her hand, he or she chooses 1 of them and discards it.
Uncommon
This card is quite good in decks with cobbing, lost notes,
PON, etc. If you can make them discard
a lesson from play with it, or kill a creature, that’s good. However, its not as good as some of the
other quiddich cards such as Cobbing, so I give it:
Rating: B-
Flying Motorbike
3 T
Spell
Choose an Adventure or Location in play and discard it. (If
you discard an Adventure, you don't get the reward.)
Uncommon
Ok, you could discard the Location with your own location,
and the adventure with McGonagall, so why play this? Just kidding. This is
better than the previous “Discard an adventure” spells. However, you still cant play it with a 4
Privet or similar adventure in play.
Rating: C+
Purple Firecrackers
6 C
Spell
Your opponent chooses 3 cards in his or her hand and
discards them. (If he or she has fewer than 3 cards in his or her hand, he or
she discards them all.)
Uncommon
This card has a great potential to wreck your opponents hand
and force them to waste time drawing. 3
cards for 1 card and an action is a gain for you. Also, if you hit them with TWO of these, they probably have to
discard their whole hand, so you get their GOOD cards too! (Use flitwick, cast it, get it back, cast it
again ;)
Rating: B+
Star Grass Salve
8 P
Spell - Healing
To play this card, discard one of your P Lessons from
play. Shuffle up to 11 non-Healing cards from your discard pile into
your deck.
Uncommon
Very similar to Burning Bitterroot Balm, a very good healing
card.
However, its only 1 more healing for 2 more cost, so I say,
play the BBB.
Rating: B-
Winter Holiday
9 T
Spell
Your opponent chooses 3 of his or her Lessons in play and
discards them. Then you choose 3 of your Lessons in play and discard them. (If
either of you has fewer than 3 Lessons in play, that player discards them all.)
Uncommon
Well, you lose three also, and the card and action to play
it, but if you have 9 lessons and your opponent 5 or 6, this should hurt them
more. I would play other lesson
destroyers though, since that way you don’t have to spend time finding and
playing new lessons too.
Rating: C+
Wooden Flute
8 CoMC
Spell
Choose up to 3 Creatures in play and return them to their
owner's hands.
Uncommon
This will help you win a damage race in creature vs. creature. Also, you can bounce your Doxy, Hedwig, or
so forth and get more benefit from them.
I think this is the first good creature defense card for COMC. However, not all decks use creatures, it
costs 8, which is a lot, and if they have only 1 or 2 you dotn get the full
effect, and Mice to Snuffboxes would be better. I would play this if I wasn’t using Transfiguration, and could
afford it in my COMC deck.
Rating: B-
Anti-Cheating Spell
3 C
Spell
Look at your opponent's hand. If there are any Lessons there,
choose 1 of them and discard it.
Common
Not as good as the other lesson destroyers, since they don’t
lose the action they spend playing the lesson.
Also, its quite bad late in the game, when a Lost Notes or PONeville is
usually still good.
Rating: C
Bewitched Snowballs
5 C
Spell
Do 3 damage to your opponent or to a Creature of your
choice. Then draw a card.
Common
In my opinion, this is about as good, if not better than a
Stream of Flames
Against a non creature deck its BETTER, since you do three
to them and get a card. Against a
creature deck, it’s a card instead of 3 damage, which is ok. I like this better than streaml, but both
are awesome.
Rating: A
Bucking Broomstick
7 Q
Spell
Do 3 damage to your opponent. Then, if your opponent has any
cards in his or her hand, he or she chooses 2 of them and discards them (1 if
he or she only has 1).
Common
3 damage and 2 discards, notall that great for a 7 cost
quiddich spell. Needs to do more damage
to be good.
Rating: C
Cauldron Cakes
1 P
Spell - Candy - Healing
Choose up to 2 non-Healing cards from your discard
pile and put them on the bottom of your deck (in any order).
Then draw a card.
(Cauldron Cakes isn't really a Cauldron.)
Common
You use this when you were going to draw, and its spending
an action for a 2 point heal. That’s
not all that good.
Rating: D
Charms Accident
2 C
Spell
Do 2 damage to your opponent. You may also choose a non-Healing
Item in play and return it to its owner's hand.
Common
You need to KILL the item, not just bounce it! There are few of your own items you would
want to bounce. I would play a
different item killer.
Rating: D+
Dog Bite
4 CoMC
Spell
Choose a Creature in play. That Creature does damage to your
opponent equal to that Creature's printed "Damage each turn."
Common
Well, you can use it on THEIR creature, so you can have
their Dragon or Fluffy bite them.
Usually this is only ok unless you manage to use it on a Dragon or
bigger. I would play steelclaw instead.
Rating: C
Every-Flavour Beans
1 T
Spell - Candy
Reveal the top 2 card of your deck.
Put into play any Lesson cards you revealed. Put into your
discard pile any non-Lesson cards you revealed. Then draw a card.
Common
I tried to make this work and couldn’t. You have to play too many lessons in your
deck to make it good. And then you add
4 of these, and you have no room! If
you play it and get a lesson, you are getting an advantage out of it, but if
you have say 24 lessons, you will get an average of .8 lesson from it, and when
you don’t get one it SUCKS. Still, I
hope that people can manage to get this spell to work, as I think it has
potential.
Rating: B- (Hard to
work, but if you find a way to make it work, it could be good)
Fire Protection Potion
3 P
Spell
Do 3 damage to your opponent.
During your opponent's next turn, prevent all damage done to
you by Spell cards.
Common
Not nearly as versatile as Jawbind potion, since it only
prevents damage from spells, not all spells themselves. Play Jawbind.
Rating: D
Fungiface Potion
4 P
Spell
To play this card, discard 1 of your P Lessons from
play. Do 6 damage to your opponent or to a Creature of your choice.
Common
Like a mini-dogbreath.
But you want to get to 6 lessons in a potions deck, so I much prefer the
Dogbreath.
Rating: C
Liquorice Wand
1 C
Spell - Candy
Do 2 damage to your opponent.
Then draw a card.
(Liquorice Wand isn't really a Wand.)
Common
This is using an action for only 2 damage. Not too great.
Rating: D
Loop-the-Loops
8 Q
Spell
Do 4 damage to your opponent.
Then draw 4 cards.
Common
Very powerful! You
play this and can draw several more spells to hit with, and it does damage too!
Rating: B+
Manegro Potion
6 P
Spell
Count the number of P Lessons you have in play. Do
that much damage to your opponent. Then choose 1 of your P Lessons in
play and discard it.
Common
This has the potential to do quite a bit of damage. You could get 8 in play and play this and
then start disarding them. That would
be like a Dogbreath potion. You
probably wont get many more than 8 out, so I prefer dogbreath, but this is
decent.
Rating: B
Muffling Draught
3 P
Spell
During your opponent's next turn, he or she can't use
Actions to play Spell cards.
Common
Not as good as Jawbind!
Play jawbind!
Rating: D+
Owl Post
6 CoMC
Spell
Draw 3 cards.
Common
A card drawer for COMC!
I didn’t expect that! Well, it
gains 1 card benefit, since you use a cardand action to play it. So its decent.
Rating: B
Scribblifors
7 T
Spell
Choose 2 of your opponent's cards in play (other than his
or her starting Character). Your opponent discards one of them and returns
the other to his or her hand.
Common
This is like a greatly improved Mice to Snuffboxes. It can hit anything, and one of them
dies. If you got to choose which died,
it would be a super diffindo, but you don’t.
As it is, its quite good.
Rating: B+
Sleeping Potion
4 P
Spell
Do 4 damage to your opponent.
During your opponent's next turn, he or she can't use
Actions to play Adventure cards.
Common
Basically 4 damage for 4.
That’s ok.
Rating: C-
Switching Spell
4 T
Spell
Choose an Item in play (yours or your opponent's) and
discard it. Then search your deck. You may take an Item card from your deck,
show it to your opponent and put it into your hand. Then shuffle your deck.
Common
Now if you destroy THEIR borrowed wand (or other item) and
get your own item, that is REALLY AWESOME.
If you want to play a card just for item destruction, this is THE ONE.
Rating; B+
Troll Bogies
3 CoMC
Spell
Choose a non-Healing Item in play and return it to
its owner's hand.
Common
Compare to switching spell.
Hmm, not much of a comparison.
Rating: D-
Vanishing Step
1 T
Spell
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.)
Common
Well, you lose an action AND A CARD to play this, they lose
an action. Sounds like you are getting
the bad end of that deal!
Rating: D-