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|  |  |   Harry Potter
                      Card of the Week Welcome to my second Card of the Week! - In the Stands
 This
                      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 PetsThis
                      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 HelpEffect:
                      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 NevilleEffect:
                      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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