Hi Everyone, thank you for reading my post.

Below is my commentary on all the cards in the base set, as well as a commentary on the game as a whole.

As a reward for those who make it all the way through, I have put a couple deck ideas at the bottom.

I have been playing Magic the Gathering for a number of years (7), and for the last year I have been to busy with schoolwork (Iím a Computer Science major) and have not been playing any CCGís.

But then one day a friend of mine showed me the new Harry Potter game, and we played from the starter decks, and I thought I would get back into CCGís again.

Anyone who has played magic before will note the similarities between it and Harry Potter.  I Think HP(Harry Potter) has a couple advantages over magic, namely  in the ability to use actions to draw cards during your turn.  This limits  the possibility of being able to do nothing because you have no lessons  (mana in Magic), and therefore getting completely killed.  Now, in HP, you can just draw some cards and then get some lessons and play 2 of them a  turn after that until you catch up.  Also, the limitation of playing only  two cards a turn maximum prevents the use of combo decks or decks which  kill extremely fast (5 turns or less), which are frequent in magic.

Obviously, the complexity of magic is much greater, however, HP has only 116 cards out so far, and should grow to be more complex in the future.  When magic began, there were limited possible deck strategies and types as well.

Those who have played magic (or other ccgís) will quickly learn that one of the keys to the came is to gain some sort of ďcard advantageĒ, or in the case of Harry Potter, ďactions advantageĒ.  That is, you must be able to do more things than your opponent, or make the things that you do more effective and efficient than theirs, in order to gain an advantage which will allow you a win.  For example, if an opponent uses two actions to draw two card, and two actions to play those cards, say they are creatures, thatís 4 actions.  If you then use one action to draw Transmogrification Exam, and one action to play it, eliminating their creatures, you have gained two actions.  Thus, cards like Harry Potter or Hermione, which allow you do use your actions more efficiently (drawing 2 cards at once, or playing 2 lessons at once), you will gain an advantage that way.  The other way to win is to make your cards more effective.  For example, if you play a Vicious Wolf, and your Opponent uses those same 2 actions (draw and play), to play a Curious Raven, and neither creature is destroyed, then you will have an advantage because your card is more powerful.

The final variable to consider is the cost of the card.  Because each lesson you get requires two actions (one to draw, one to play), if you need less lessons to play the cards in your deck than your opponent does, then you will gain an advantage there.

So now we look through the list of cards to determine which cards allow us to best achieve these objectives.  Weíll look at characters first.  I hope this is helpful!  I think the parts on adventures and characters are the most valuable.  For a lot of the other cards, is should be fairly clear which cards are good and which arenít.  Generally, you want cards that will be useful most of the time, against most decks. Only play a card that only helps against some decks if it absolutely incredible against those decks (like Unusual Pets for example).  If you do use cards like this however, it makes abilities than force you to discard you own cards to use them better, since you can discard the worthless cards.

You start out with one character.  Playing any other character requires 3 actions, one to draw, and two to play.  That is equivalent to a full turn.  Therefore, any character we play beyond our original one must help us significantly to warrant the use of three full actions.

The characters that stand out to me as the best are the following:

Flitwick:  Flitwick provides one CH lesson, and in addition, one time a game he lets you discard two cards to retrieve a CH spell from your discard.  He is truly an amazing character, especially as a starter.  (One could say he is broken evenmeaning that he is too good, he is Ďbrokení and needs to be fixed because he is unfair)  The first reason is that he provides a free lesson.  This means that you save two actions, one to draw a lesson card, and one to play it.  In addition, starting with an extra lesson will speed up the play of all your other cards, giving you a significant advantage.  Its like 2 extra actions on the first turn!  His ability to retrieve a charm spell can provide the spell needed for a finishing blow, an extra 5 damage to your opponent from a damage spell, to finish him or her off, for example.  In addition, because he provides a CH lesson, you do not even need to include ANY CH lessons in your deck, and you can still play all the CH spells you want!  This is because none of the CH spells require sacrificing lessons to play them.  (Though a couple of them require more than one CH to play, those you couldnít use).   This allows us to more consistently draw the types of lessons we need, so we wont have the problem of having one kind of lesson and need to play a different type of spell.  It makes it much easier to play 3 types of spells,  since we only need 2 types of lessons!

I think that Flitwick is one of the two best characters.

Hermione: In my opinion, the other of the two best characters.  Hermione allows you to play 2 lessons for one action, provided you already have 2 lessons in play.  This allows us to play our big, effective spells and creatures much sooner than we otherwise would, giving us an advantage over our opponent.  If during a game, a person plays a total of 6 lessons, then they will have gained 2 free actions from Hermione, assuming they played the last four in chunks of 2.  If they play 8 lessons, they will have gained 3 actions.  The gain is not as immediate as Flitwickís, however it is still going to be of use very early on.  Hermione is especially powerful in a deck which sacrifices its lessons, such as a deck with lots of creatures and/or potions.  Hermione, like Flitwick, is especially powerful as a starting character, as opposed to a backup character we would play later in the game, because her ability is of great advantage to us in the beginning of the game.

Other good characters (in my opinion) include:

Harry Potter.

Harry is useful in a control-type deck.  It is helpful only if we can make the game last a long time so that we can spend our actions drawing cards and then use them, being careful not to draw ourselves to death (as you lose by running out of cards).  He is good in a deck with lots of healing cards, to allow us to keep drawing cards, throughout a long game.  In this kind of deck your goal would not be to quickly defeat your opponent, but rather to gain control of the game, defeat their creatures, and protect yourself from their damaging spells with healing.  And then to slowly defeat them over time with a few powerful creatures or spells.

Snape.

Snape, like Flitwick, provides an extra lesson, and is therefore a great character.  However, many of the potions spells require the sacrificing of potions lessons, and having Snape alone does not allow you to play these cards. Therefore, he is not on the level of Flitwick since you must still include potions lessons in your deck.  However, his ability of healing yourself for 7 is quite good.  In a deck which used potions but not charms, Snape would be a great character to consider.  He is also a good backup character, since he provides the dual purposes of healing and an additional lesson.

Hannah.

Hannahís ability to trade 2 cards in your hand for cards in your discard pile is excellent.  It can get you the cards you need for a finishing blow, or to save you from certain defeat.  Because her ability is useful later in the game, she is an excellent backup character, who you will draw and play, but not the best character to use at the start.

Dean Thomas.

Deans ability to draw three cards once per game is excellent, however, when you think about it, unless you used him as your starter, you needed three actions to play him in the first place!  One to draw him, two to play him.  Therefore, you havenít gained anything.  Therefore we would only use him as a starter, (or if we were playing Ron).  As a starter, he gives us three free draws, thatís 3 free actions!  However, it will take us time to use all those actions, since he does nothing to help us start out faster, like Flitwick and Hermione do.  So I donít think heís as good.

Other decent characterís, or ones that you might use in a certain type of deck, are:

Draco.

Dracoís ability to force your opponent to discard cards of your choice is excellent, however, it is quite costly.  You lose a card and an action (thatís like 2 actions), in order to get rid of one card (one action) of your opponent.  Therefore, if you use it in the beginning of the game, it will slow you down considerably, and your opponent can just use one action to draw a card back.  His ability LOSES card advantage.   However, the purpose of the ability is to eliminate your opponents best cards, while discarding the ones you donít need.  I think that Draco is not the best starting character because he does not give you free actions as some of the others do, however, his ability to eliminate your opponents best cards makes him worthy of consideration.  I would say that any deck using Draco should be based around him, but that if you are using him as a starter, you will be at a disadvantage in the beginning of the game due to your slower start.

Nearly Headless Nick.

Since he is not a wizard/witch, he cannot be your starter.  He is useful in a deck in which you desperately need to draw a certain item or items.  I think that as the number of cards (and good items) in the set grows, he will become better and better.  Right now however, heís not the best.  You would use him only in a deck that specifically needed certain powerful items.  Otherwise, heís worthless.

Now for the 2 characters I donít think are worthy of being in a deck.

Hagrid.

I know that lots of you are screaming at me for saying heís not good.  But hear me out, I have a logical reason for this.  First of all, he cant be your starter, so weíll have to spend 3 actions (1 draw and 2 actions) to play him.  His ability is to make your creatures which deal 3 or more damage deal an additional 2.  Now, if you had only one creature which dealt 3 or more, it would be better to put out a second than to play Hagrid, since it would be more damage that way.  So Hagrid is only good if you have 2 or more creatures which deal 3 or more damage.  Otherwise, having another big creature is better (and takes 1 less action to play).  If you have 2 or more big creatures, you are probably winning, if you can keep them out.  And if not, a third big creature would probably do the job as well as Hagrid would to get you farther ahead.  Hagrid is a card which makes it so that if you are winning, then he makes you be winning even more, but if you are losing, he doesnít do much to help.  And if there was one thing we learned in playing magic for all those years, its that cards which make you be Ďwinning moreí are not good.  Overkill doesnít help.  You want to have enough to win, and then be able to maintain your advantage, by interfering with your opponent, or having another creature to replace your current ones if they kill them.  You donít need to go for overkill with Hagrid.

Now if you are playing for fun, go ahead and play him, heís fun :) But if you are going for the best deck you can have, Iíd play something else.

Ron.

The problem with Ron is that he isnít as good as many of the other characters.  His ability lets you gain actions, but in order to use it, you have to have lots of  character cards.  With Hermione or Flitwick, (or Snape) you will gain actions right off the bat, as explained above.  In order to make Ron more useful than them, you have to use his ability 3 times, saving 3 actions.  And that means getting 4 characters out!  (Including Ron).  Now, if a lot of your deck is full of characters, so that you have enough to use Ron effectively, then after putting in lessons too, you wont have enough space for the cards that really do something to your opponent or his/her creatures!  And that is trouble.  Now of course, if you want to make a deck starting with Ron and having lots of characters, go ahead, but I think youíll be in trouble against a strong deck.

Next, the Adventures.

When looking at the adventures, two of them immediately stand out.  Those two are 4 Privet Drive and Unusual Pets.  These two (especially 4 Privet) are both incredible cards, and I would consider them (and most likely include them) for any deck I was going to make.

4 Privet Drive:

This adventure makes it so your opponent cant play any spells!!!  They can only play creatures, adventures, items and characters.  Against some decks, that is crippling, against others, its only an annoyance.  But because they cant play spells, they cant play any spells which would get rid of 4Privet Drive!  Which means the only way to get rid of it is to solve it by discarding 6 cards!!  Lets assume that against a deck that doesnít have a lot of spells, they will probably just leave it there.  In that case, you will have prevented them from using a number of their cards!  Thatís good.  And against a deck that needs its spells, you will gain card advantage (action advantage).  It costs you 1 action to draw and 2 actions to play 4 Privet Drive.  Thatís 3 actions.  It takes your opponent 6 cards (actions) to destroy it, and they get 1 card for doing so, thatís a loss of 5 actions.  Therefore, if they destroy it, you have gained a net of 2 actions!  Thatís a great advantage.  I would play several of this card in almost every deck.  (And if you play 4 4 Privet Drives, you could write it in your decklist as 16 Privet Drive :)

Unusual Pets:

Another amazing adventure.  Now one problem with adventures is that you can only play one at a time.  So its good if your adventures are so good that your opponent MUST deal with them or pay a huge consequence.  Then you can play another one and put them at even more of a disadvantage!  Unusual Pets is only useful against decks with creatures, since they have to have one for you to play it.  However, it is AMAZING when it is played.  It deals 4 damage a turn, and to destroy it, they must sacrifice two creatures.  If they donít kill it, your 4 damage a turn will probably (at least almost) offset the damage from their creatures, dealing the same back to them!  And if they destroy it, then you will have 2 less creatures to worry about.  So it will have had a good effect, and you can just go and play another one later!

I would have several of these in almost every deck, unless you think that the majority of your opponents will not have creatures in their decks (which is possible)

Now, since we can have only one adventure at a time, in looking at any other adventures we have to ask: would I really want to play this, or would I rather just play a 4 Privet Drive or Unusual Pets (since they are so good).

Here is a quick rundown of my opinions of the other adventures:

Dragonís Escape:  (1 damage a turn)

Not so good, they will probably just take the 1 damage, and not care much.  A creature can do 1 damage a turn without using up your valuable 1 adventure in play.  I wouldnt play it.

Gringotts Cart Ride:  (1 discard a turn)

Not as good as Pets or Privet, but it has possibilities.  They must skip 5 actions to  discard it, but then they get 5 cards, so its like forcing them to spend actions drawing (that or they play out all their cards and just stay at zero, using the cards they draw in the turn).  It took you 3 actions to get it out, so if it takes them 3 turns to destroy, you will be even in terms of gaining an advantage in number of actions.  (Just think about it) It is good because it might force them to waste turns killing it, instead  of doing anything.  However, if they really need to do something, they will, and just lose a couple cards.  I think its good but not as good as 4 Privet or Unusual Pets.  If you want to use it in combination with Dracoís trick, that would be pretty good, as you can make them waste several actions starting to get rid of it, and then you just cast Dracoís trick on ti and draw 5 cards!

Human Chess Game:

I think this one is okay.  If you make it so they cant play cards, they will just draw 3 cards during their turn, and then kill it in a couple turns.  Now, if you have an advantage of having a couple creatures in play, then it could be quite good to stall them a couple turns and do extra damage.  Remember, they can still play cards the turn right after you play this. Its good, but is it better than Pets or 4 Privet? I donít think so.  Usually, Iíd rather just play one of those.

Troll in Bathroom:

This one is good, its like a mini Unusual Pets you can play against anyone.  And if they solve it, then you just gained a huge advantage.  Probably, they will just take the 2 every turn.  And you could do that with a creature, without using up your 1 adventure in play  Though this is much harder to avoid or get rid of.  They will probably just say: okay you can have it, and Iíll play my 4 Privet or Unusual Pets, and some good creatures or spells and beat you before it kills me.

Harry Hunting:

Good for slowing them down,

But after they play 2 extra lessons, they wont have to worry about it.  And then you cant play Pets or 4 Privet, and they can.  It takes you 3 actions to draw and get this out, and 4 for them to draw and get out 2 lessons, so you get only 1 action of advantage.  Thatís not as good as being able to play a Privet or Pets.

Meet the centaurs:

Horrible.   Now you see their hand! YAY!  And they played a Privet and you cant PLAY your hand. Or a Pets and you are getting killed  Which is better?

Diagon Alley:

This one could be good in a long game, when they start needing to use actions to draw, however, when they do hit that point they will just be able to spend their actions killing it, and then draw all those cards.  The best use of this is with Dracoís Trick, to let yourself draw lots of cards.  However, remember its 3 actions to play and draw this one, and 2 for Dracoís Trick, so you must draw at least 6 cards to gain anything, and thats a lot of damage to yourself!!

Hiding from Snape:

Not very good, but it could become good if an amazing item came into existence in the future.

Peeves Causes Trouble:

Not good for the reason Dragonís Escape isnítthey can just accept its effect.  It doesnít do enough to make them need to get rid of it.

Reptile House:

Bad.  Only good if you play it right at the beginning, when they would want to play lots of lessons, and then it only slows them down, but it slows you a turn to to play it!!

Then after that you will be stuck with it in play, and you cant play a Privet or Pets

Basically with adventures, think: would I rather have a 4 Privet Drive or a Pets out?

If the answer is yes, donít play it.

Now for the Creatures (actually, cards that use CMC lessons)

Unicorn: Cost 6/Sac 1 CMC  +1 action a turn. 0/6 (damage/hp)

A great card, especially in any deck that like to win over a long period of time.  This card makes having Harry Potter amazing, since you can use one action to draw 2 cards and then your other two to play them.  This is one to consider for any deck that doesnít just want quick kill (when spending the time to play this will make all your big creatures or whatever come out slower.  Any card which gains you card advantage (action advantage) every turn is great if you can get it out and protect it.

Delivery Owl: Cost 2/Sac 1 CMC  +1 draw a turn 0/1

Another great card, but easy to kill.

Youíll never run out of cards if you have him, but youíll kill yourself faster.  You cant NOT draw the cardA good one to consider over Unicorn if you find yourself using the extra action to draw a lot.  If they just go and kill it, you are down a CMC lesson! And at 1 hp, heís easy to kill.

Mountain Troll:  Cost 8  4/4

Okay, but a bit expensive.  If you are having to play out 8 lessons, thatís a lot of time and actions before you can get this guy out.  However, there are only a few big creatures so far, so you might consider him.

Mrs. Norris: Cost 2 0/1

Bad.  Seeing your opponentís hand is not a huge advantage, though it is an advantage, but losing 2 actions to do it is not so good.  If in the future cards come out which make seeing your opponents hand REALLY good, then this could become good.

Norbert:  Cost 4/Sac 2 CMC  5/3

A great card, comes out quick and does big damage.  Since heís unique, you might not want to put 4 into your deck, but then again, maybe you do because he is so good.  You just play the second one you drew if they kill him.  Its a bit risky however, since there are many ways to deal three damage and kill him, and then you are out 2 lessons, and that hurts a lot.

Baby Dragon:  Cost 3/ Sac 1 CMC 3/2

Another great creature.  I would put 4 in any heavy creature deck.  You can play him on the second turn and start doing 3 damage right away.  However, you lose a lesson if you do that, and if they kill him its a big disadvantage.  He is very vulnerable to a Toebiter spell, which costs only 3.  Then you lose him, and  the lesson you discarded to play him, (thatís a total of 4 actions), and your opponent only lost 2 actions for the Toebiter, and you took 2 damage to boot!

Cage (Item):  Cost 2

This is a great card, it provides 1 CMC lesson, and you can discard it to return a creature to someoneís hand!  So early on its just like a CMC lesson (as long as you already have at least one CMC lesson and 2 total lessons, and you donít need to discard all your CMC lessons to play your creatures), and then later on if you are racing your opponent for the kill with creature damage, you can put one of theirs back in their hand and save a few damage.

Guard Dog:  Cost 7  3/5

A decent large creature, a little expensive though.  But since their arenít many big creatures to choose from yet, heís a decent choice.

Kelpie:  Cost 3/ Sac 1 CMC  1/5

A good creature, with a great defensive purpose.  Against any direct damage spells, this is like a 5 point heal for a creature deck, and it can get a couple damage in too.  The great thing is, if they use something that does less than 5 to you, you can have Kelpie take it, and then take a big one later.  Or if they use a big potion that does like 10 or 12 damage to you, Kelpie can take all of it!  A great defense against those potions decks.

Mysterious Egg:  Cost 4

This lets you get whatever creature you want, however, unless their is a creature that is so amazing that you want to spend extra actions to get it, I wouldnít use this.  It has possibilities however in the ability to get a big creature for attack, a Kelpie for defense, or a Unicorn or Delivery Owl for card(action) advantage.  I think this will get much better in the future as more creatures come out.  Right now, its pretty good, but if you use it you should put in a couple versatile creatures like Unicorn and Kelpie to make use of its possibilities, not just always use it to get your biggest guy.

Nurture:  Cost 2

Horrible!  Usually, your opponent wont kill your creatures a little at a time.  Theyíll do it all at once, or not at all.  So healing 2 damage counters isnít very good.  Wouldnít you rather just put out another creature?

Pet Toad:  Cost 2  0/1

Basically, heís a cheap version of Kelpie.

I would play him only if you are really worried about those potions decks.

Boa Constrictor:  Cost 4   2/2

Your basic 2 power creature.  A staple in creature decks.  Since there arent many creatures out, Iíd use him in some decks, but later I expect we will get better creatures than this.

Curious Raven:  Cost 2  1/1

I donít like these very much, because they donít do much.  In one more turn you could put out a Boa, and start doing 2 instead.  The extra 1 damage youíll get for being a turn earlier is too little compensation.  I donít think the games will be so short that this guy will be any good.

Fluffy Falls Asleep:  Cost 3

Not so good.

It returns a creature to their hand, saving you some damage.  Basically, you use 2 actions to play this card ( to draw, 1 to play), while they lose only 1 to play the creature again, so its just a bit of a stall tactic.  Unless of course, you use it on a creature that requires sacrificing lessons to play.then its VERY good.  And since most good creatures require sacrificing lessons, this is very good against creature decks.  Of course, its completely wasted against a non-creature deck.  And it would be better to just kill the creature in the first place, which you could do with some charm, potions, or transmogrification spells.  (Itíll cost a little more, but not too much).  And most of those can be used on your opponent if you need to, so they are never a complete waste!   So I would only play this if you are only using CMC lessons in your deck.

Forest Troll:  Cost 2/Sac 1 CMC  2/3

A pretty good quick creature.  Has the problem of slowing you down though, and if he is killed it really hurts.  Usually, Iíd rather play a couple more lessons and then start saccing them to play a couple really big guys, like Baby Dragon and Norbert.  Your not going to kill them with just a Forest Troll, so its a bit of a disadvantage to play him early.  And once you get to 4 lessons, Boa Constrictor does 2 damage too, but doesnít cost you the lesson.

Giant Tarantuala:  Cost 1/Sac 1 CMC 2/1

This is like forest troll.  The question is: can you play some lessons and then a bunch of these quick guys fast enough to kill your opponent?  Or will he just kill them with some cheap spells and leave you without any lessons in play?

The troll and tarantula are good for quick kills.the question is will you be able to kill them or not.

You have the choice of playing a lot of lessons and then playing big guys, or going for only a couple lessons and playing Tarantulas, Trolls, and Baby Dragons.  Its quick, but if your attack fails, you will lose.

Hagrid and the Stranger:  Cost 4

It gets back a creature from the dead.  Why wouldnít you just play another good creature instead?  That way you donít waste an extra action playing this.

Pet Rat:  Cost 1/Sac 1  ľ

Bad.   Unlike Tarantula and Troll, you arenít getting extra damage out of your discarded lesson.  If you play out more lessons, you can play bigger guys.  If you donít, then you are sacrificing your first lesson for a guy that will only do 1 damage a turn!  You wont kill them with 1 damage a turn Tarantulaís are much better.

Scottish Stag:  Cost 4  1/5

I would rather have a Boa Constrictor.  Its easier to kill, but it does a lot more.

With the stag, they will probably say: okay, you can have the 1 damage a turn, Iíll play my big guy now.

Surly Hound:  Cost 3  1/3

Bad for the same reason as the Stagit doesnít do enough.

Vicious Wolf:  Cost 6  3/3

A great creature.   In the future, we will probably get better attacking creatures, but for now, with only a few to choose from, this guy is a must pick in any creature deck that plays up to 6 lessons.

Now for the Charms Spells.

Charms has the great advantage that you can choose Flitwick as your starting character and then add them into any deck.

Obliviate:  Cost 12

You kill their whole handbut it costs 12 lessons to play!  So by the time you can play it, they will have played all their good spells, and not have many cards left (probably).  And they can just spend a turn drawing new ones!

Its too expensive to play.

History of Magic:  Cost 2

They discard their adventures, and you can see their hand.  This is good, especially played in the first couple turns.  Then you can get rid of their annoying Privetís or Unusual Pets!  But you might get nothing And its 2 actions to draw and play.unless you get two of their adventures, you are losing card advantage.

Incendio:   Cost 3

Deals damage to a creature equal to how many CH lessons you have.

Not a good spell, because it only works on creatures.  The ones where you can choose to hit your opponent or their creatures are much better, since they can always be useful.

Titillando:   Cost 9

Deals 3 damage to a creature, opponent discards 3 cards.  Like Obliviate, it costs a lot, and is hard to play.  It can get you some card advantage, but for that high of a cost, I think its not good enough.  When you have that many lessons, you want your big spells to kill them, not kill a creature and make them discard a couple spells (or even lessons, or adventures they cant use), of THEIR CHOICE.

Confundus:  Cost 5

Your opponent chooses 2 cards and discards them.  Not a good spell.  If you could choose the cards, or they were random, it could be good.

But as it is, they just spend 2 actions getting another 2 cards, and you spent two actions on this spell.  They can choose to discard extra lessons or cards that arent very helpful!

Dragon Heart Wand:  Cost 5/ Must have 2 CH

You cant use it if you are only using Flitwick to get CH lessons.  It provides 3 CH, but it costs 5 to get out, so only use it if you really need to get up to 8 or more lessons!

If you do, its great.  But I think that Borrowed Wand is better, its helpful much sooner.

Fumos:  Cost 7

It deals 2 damage to all creatures, even your own.  Well, most of the good creatures have more than 2 hp, but it will kill some of the weaker ones.  T makes it so your creatures have to be big, or they will die.   A decent spell, but I think its a little expensive.  I would rather use a cheaper spell to just kill a creature, and kill their big one.  However, against the right deck this is very good.

Logic Puzzle:  Cost 6

It kills your opponents adventure and gives you the reward!  Wow!  Now the problem is, it doesnít work on 4 Privet Drive, since you cant play spells!

And most of the good adventures have small rewards anyway (like unusual pets), so Apparate might be a better choice if you are playing the right lessons.

Ollivanders:  Cost 1

You get an item back from your discard.

I would rather just put another copy of the item in your deck to begin with But if you had lost of different good items this would be pretty good.  I expect it to get better when more cards come out, since there will be more good items.

Stupefy:  Cost 6

Hits your opponent for 5.  A great spell for killing your opponent.  If you use Flitwick, you can get it back and deal another 5 for the final kill!  Great in a deck with lots of big damage potions, so you can do lots of damage to your opponent.

Accio:  Cost 2

It has limited uses in decks that discard a lot of lesson cards, such as potion decks.  Consider it in those cases.

Baubillious:  Cost 2

Deals 1 damage to any target.  And you draw a card!

Great against any deck with 1hp creatures.  Imagine killing an opponents Delivery Owl with it :)

Thats what card advantage is all about.   However, it has limited usefulness, as not many decks will have many 1hp creatures.    Toebiter is MUCH better.  (Toebiter is amazing)

Borrowed Wand:  Cost 3

Provides 2 CH.  This is like playing a lesson, but you get two lessons for it!  As long as you have enough lessons to play it, its a great deal, and will speed you up.  A wonderful card.  Better than the expensive wands because it is much easier to play and will help you out a lot earlier.

Magical Mishap:  Cost 2

Hits your opponent for 3.  A good spell for decks trying to kill without creatures.  You can start the killing early.

Out of the Woods:  Cost 5

You look at your opponents hand and they discard all their creatures.  A good spell against a creature heavy deck.  But against some decks it will be useless.  You have to play it fast, before they start playing all their creatures.  Overall, I probably wouldnt use it.

Illegibus:  Cost 5

This is basically like using Dracoís ability.  I would rather play Draco and get to use this as much as you want.  It loses carda advantage since you use two actions to get rid of one cardthey can just use 2 actions and draw a couple cards and get something else good.

Toebiter:  Cost 3

2dmg to opponent AND to a creature.

An amazing card that will hit your opponent and kill a small/medium sized creature.  All at once!

I would play 4 in most decks using Charms.

Vermillious:  Cost 4

3 dmg. Another great card.  It will kill your opponentís creature or hurt him/her, so its useful against any deck. Again, Iíd play several in most Charms decks.

Wingardium Leviosa!:   Cost 1

A stall cardbut good if you are both killing each other with creatures, since it will help you win the race.

However, healing spells are better since they are useful against any deck.

This will only help against some decks.

Wizard Crackers:  Cost 1

This is intriguing, however, if the card you flip over is not a lesson, then you lost an action, since it cost you 2 actions to get and play this card, and unless the card you flip over is a lesson, you get only 1 action worth out of it (1 draw).  With the time you spent drawing and playing this, you could have drawn a card and played a lesson.

Now for the Transfigure Spells:

Invisibility Cloak:  Cost 13

Way to expensive!!  By the time you get this out, your opponent should have been able to kill you or get you low on life.  Then they can save up and use 2 damage spells against you in one turn to get the final kill through.  They play the littler damage spell first, if you prevent it, they hit you with the big one.  If you donít prevent it, then they wait and your cloak did nothing.

Dont play this one.

Platform 9 ĺ:  Cost 5, to play this card, discard any lesson

Well, you lose a lesson (2 actions worth) and 2 actions for the card itself, thatís 4 actions, to get two back.

However, its the only way other than unicorn to get extra actions in a turn.   It could be good if you have a way to draw lots of cards, and have lots of lessons in playuse this as a finisher.

Raven to Writing Desk:  Cost 1

A great spell against a creature deck.

You can cheaply kill a creature if they have 2 or more.  However, it is not always useful as your opponent can either play a creatureless deck, or sit there and kill you with one creature.

Transfiguration Exam:  Cost 10

Kills all creatures.

Of course, you would play this only in a creatureless deck.  Or a deck with only a couple creatures, but then you have to ask why you are having those CMC lessons in your deck in the first place.  If it was cheaper, this would be VERY good.  As it is, its decent, but probably too slow to save you.

If you use it youíll want to use wands to get lots of lessons out quick to be able to use it.  Its a great control card, and can get you some big card advantage.

Transfiguration Test:  Cost 5

Not as good as Raven to Writing Desk, since it costs more and they get to keep their best guy.  If they have three creatures out, then they still keep the best, but with Raven you get to kill the best one.  Like Raven, it is only sometimes useful.

I think that the spells which deal damage to creatures or players are better than these, because they are useful against all decks.

Alchemy:  Cost 2

A good card.  Especially when drawn early.  If you draw it late, you wont really want it, but early on it can help you get out lots of lessons without having to spend lots of actions drawing cards to get them.  And then you will have a smaller chance of drawing lessons later!  A good card for Transfiguration decks.

Apparate:  Cost 1

It kills an adventure!

It would be good if it could only kill 4 Privet Drive

Still, its worth considering, especially if you have creatures and are worried about Unusual Pets.

Bluebell Flames: Cost 7

Deals 4 damage to any target!

A great spell if you have enough lessons to play it.  If you use wands, then this is a good card.

Dracoís Trick:  Cost 7

A good combo card, but a bit expensive.  This will get better as more adventures come out, with great rewards.  Use it with the Adventure that lets you draw any number of cards when you solve it.  But if you dont draw both it and your adventure, that wont help so much.

Take Root:  Cost 5

Kills a creature of their choice.  Good if your opponent only has big creatures.  But not so good overall.  Again, more versatile general damage spells are better, as they can hit people too.

Transmogrify:  Cost 2

You sacrifice one creature and get another into play.  This is a great card, as you can get out any huge creature from your deck on the second turn.

A good use for those little Curious Ravens. Or  Surly Hounds.  But you have to play both little and big creatures to use it.  This will get even better if an even bigger creature is made.  A wonderful spell.

Vanishing Glass:  Cost 9

Very bad.  Basically, it destroys one of your opponentís lessons, and lets you search for a creature.  Mysterious Egg lets you get any creature for only a cost of 4.  By the time you can play this, destroying an opponentís lesson wont help very much.

Winged Keys:  Cost 10

A great defensive card if you can get it out fast by using wands.  Only useful against creature decks however.  With these, and healing ,you can effectively keep yourself alive for a long time, but the problem is staying alive long enough to get it out.  If you play this, make sure you have lots of ways to get extra lessons, like a big wand.

Avifors:  Cost 2

Good if you know your opponent will play CMC.  You can slow them down and make them have to draw a lot to get enough lessons.  But not so good if you donít know what deck you will go up against.

Cauldron to Seive:  Same as Avifors for Potions.

Epoximize:  Same as Avifors for Charms.

Homework:  Cost 2

Puts 2 lessons into play.  Great if drawn in your starting handit lets you convert one of those starting cards to an extra lesson.  If you draw it later though, it will be a waste.  Still a very good card.

Incarcifors:  Cost 6

Again, the spells that damage creatures or players are better, since they are more versatile.

Lost Notes:   Cost 5

Kills an item or a lesson.  Only some decks use items, so this is sometimes no good.

This will be better later then more amazing items come out.  Killing lessons when you are far enough into the game to play this isnít a big deal, they can just play more that they draw.

Remembrall:  Cost 8

Not so good.  You can get lessons from your discard into play.  But if you have 8 lessons to play this, you donít really need to!

Restricted Selection:  Same as Avifors for Transmogrification.

Scraggle Quill:  Cost 2

If you are worried about items, this is better than Lost Notes.  Good to use if they play a wand out early.  It can really hurt them to destroy it.

Steel Claw:  Cost 4

All your creatures damage your opponent!!

A good damage spell for a creature deck.  If you get out 2 or more creatures, you can deal a lot of damage with this.  You should use 4 in any heave creature deck using T lessons.

And finally, the Potions:

Elixer of Life:  Cost 10/Sac 2 P

Heals 16!!!  If you can get enough lessons to play it, this can buy you

several more turns to kill your opponent.  Think what would happen if you

could get out Harry Potter, a Unicorn, and have lots and lots of big

potions like this.  You could draw and play lots of spells, and not only

keep yourself alive with the potions, but you could keep playing the same

(non-healing) spells over and over again and putting them back into your

deck!  Makes for a good deck strategy, see if you can get it to work

Draught of Living Death:  Cost 8/ Sac 2 P

12 damage!  This is the most damaging thing out there, and it costs only 8!  You can build up to a lot of potions lessons, playing damaging spells as you do it (which dont require sacrificing lessons), then when you reach 8, you play a Draught of Living Death, then a Dogbreath Potion, then a Malevolent Mixture.  Sure you are down to 3 lessons, but thats 30 damage!!!

Malevolent Mixture:  Cost 5/ Sac 2P

Along with all the other big damage potions, you have a great ability to kill your opponent.

Use big potions and some charm spells which can kill creatures or hurt the other player, and its a lethal combination.  Of course, you can figure that out just by looking at these cards :)

Potion Ingredients:  Cost 5

It can prevent a big hit from a draught of living death, or other souch spell, but I think a healing spell would be better.  This will do nothing to save you from a creature deck!

Shrinking Potion:  Cost 8

Stall cards are generally not so good.  Unless you have a bunch of creatures dealing damage, all this will do is buy you one more turn before they unleash their big spells for the final kill.  And for a cost of 8! I would rather use a big kill spell like Draught of Living Death and kill them instead.

Alchemy: Cost 5

It can get you any potion, but at a big price, 2 cards, plus this one, plus an action to play it, all for one card.  So you are losing 3 actions!!  Better to just put more of the potions you need in your deck.  In the future, when more different types of potions become available, this will improve.

Burning Bitterroot Balm:  Cost 6/Sac 1P

Heals 10.  Better than Elixer of life, because youíll actually be able to afford it when you need it to save you.  For the deck described above under Elixer of Life, youíd want both of them.

Dogbreath Potion:  Cost 6/Sac 1P

8 Damage.  Pile these in there along with your Mixtures and Draughts

Pomfreyís Pickmeup:  Cost 3

Heals 3, Draw.  A great card for defense against decks that kill with damage from spells.

Even though you draw, you are still losing 1 action since you have to spend 2 actions to draw and play it, so it isnít totally free.

Potions Exam:  Cost 10

Terrible.  If they play potions, they get rid of only one lesson, and it costs 10!  If they donít, it still only gets 3 cards out of their hand.  For that high of a cost you need much more. This thing will be sitting in your hand all game while they play good cards.

Silver Cauldron:  Cost 8/Sac 2P

Provides 5P.  This is okay since you can play it and then have enough lessons to pay the cost of Draughts and stuff whle you sacrifice your lessons.  However, since you need to sacrifice 2 potions already to play it, you can easily run out.  Play a smaller cauldron, they are better.

Snuffling Potion:  Cost 4

Bad.  Unless they have no cards in their hand, this is not a good card.

And most people will keep themselves from running out of cards.

Boil Cure:  Cost 1

Heals 4.  You can figure out when its good (I am near the end, and getting tired of writing)

Dungbomb: Cost 2

It prevents damage from adventures and creatures, but not spells.  Only good against some decks, and against those, all it does is stall, not solve your problem, so its not very good.  Better to play a healing spell.

Erumpent Potion: Cost 3

Doing only 1 damage is rarely useful.  I would play something bigger instead.

Forgetfulness:  Cost 7/ Sac 1P

Another stall card.they still get to use their turn to draw, and then they can play lots of cards the next several turns.  Again, not so good, especially for such a high price.  For that price, you can do a bunch of damage to them instead.  As with all stall cards, there are times when it would be good, but usually you want something else.

Foul Brew:  Cost 5

2 damage to any target.  An okay card, but not nearly as good as the Charm damage cards like Toebiter or Vermillious.  And not as good as the big potions for killing people.

Hospital Wing:  Cost 4/ Sac 1P

Heals 8.  Similar to Burning Bitterroot Balm

Noxious Potion:  Cost 3P/ Sac 1P

5 damage.

Good to play after you just played a Draught of Living Death, Dogbreath Potion, and Malevolent Mixture.

Now you are at 35 damage!  That with a couple damage spells while you were building up lessons, and your opponent drawing, will surely kill them unless they can use some big heals.

Also good to kill a troublesome large creature early on.

Pewter Cauldron:  Cost 5/ Sac 1P

A very good card, and usually better than Silver Cauldron Helps you get those big potions out a lot faster.  Play several of these in a potions deck.

Potions Mistake:  Cost 6/ Sac 3P

Terrible!  You have to discard 3 whole potions lessons just to kill one creature or item.  Then how will you build up enough potions to kill your opponent!  Donít play this, there are much better ways to kill creatures or items.  Even the fact that this can kill either type doesnít nearly make up for its huge cost.

Snapeís Question:  Cost 3

Your opponent shows you a potions lesson from their hand or they take 4 damage.

While this is good against non-potion decks, is basically worthless against someone using potions.  Assuming they arenít stupid and run themself out of lessons in their hand.

I would rather play a spell which will always be able to hurt my opponent.  You donít want cards which will often be useless, and potions are good so I expect many people to play potions lessons.

Of course, if the people you play never use them, then its a good spell!

Now for a couple possible decks, first, a deck which kills mainly using big potions to do damage, and also uses charms to do more damage and/or kill creatures.

Starting Character:  Professor Flitwick

Characters:  (2)

1 Professor Snape
1 Hannah

Adventures: (6)

3 4 Privet Drive
3 Unusual Pets
 

Spells: (26)

4 Toebiter
3 Vermillious
4 Stupefy
4 Dogbreath Potion
4 Malevolent Mixture
2 Noxious Potion
4 Draught of  Living Death  

Items:  (4)

2 Borrowed Wand
2 Pewter Cauldron

Lessons: (23)

23 Potions Lessons

Basically, you build up lessons quickly, playing your wands or cauldrons too if you draw them.

Use the damage spells that donít require sacrificing lessons as you build up, then you start playing the big potions, from most expensive on down, sacrificing lessons as you go.

Thatís just a start, Iím sure you can improve on it with testing!

Here is a creature deck, based on getting out lots of creatures fast and killing them quickly.

Starting Character:  Professor Flitwick  (heís just so completely amazing!!!)

Adventures: (8)

4 4 Privet Drive
4 Unusual Pets

Spells:  (8)

4 Toebiter   (Its so good!)
4 Transmogrify
Creatures: (21)
2 Mountain Troll (to get with Transmogrify)
3 Norbert
4 Baby Dragon
4 Forest Troll
4 Giant Tarantula
4 Curious Raven (to use transmogrify on)  

Lessons: (23)

16 CMC

7 T

This deck is going all out for a quick kill.

Try it and see if its worth sacrificing all your lessons to get your creatures out a turn or two faster!

The plan is to first turn play 2 lessons (so we have 3 with Flitwick)

Next turn play a couple creatures or a creature and transmogrify.

After you get a couple creatures in play drop a 4 Privet or Unusual Pets.  (since youíll have almost no lessons left).  Just keep playing creatures as much as you can, and hope they die.

I am trying this as a variant to the regular big creatures decks.  I donít know how well it would work, its a starting point, its up to you to improve on it!

While I would try that deck as a possibility, its not my first choice for creature decks.  I would prefer something that isnít so self destructive and leaves me with lots of options for the middle and endgame.

Here is a large creature deck:

Starting Character:  Flitwick of course! How else do you start with a free lesson and get to use charm spells without ever putting any charm lessons in your deck.  Heís just too good.

Characters: (1)

1 Hannah  (sheíll get you back your creatures or kill spells)

Adventures: (6)

4 4 Privet Drive
2 Unusual Pets
 

Spells: (8)

3 Toebiter
3 Vermillious
2 Stupefy

Items: (5)

         3 Borrowed Wand
         2 Cage  

Lessons:  (22)

         22 CMC

Creatures: (18)

         4 Guard Dog
         4 Vicious Wolf
         4 Boa Constrictor
         2 Norbert
         4 Baby Dragon

If you want, you can try and fit in Unicorn or Kelpie - They are both good.

Anyways, those decks are just starting points, they need testing and revision, but I think they are a good start.  I hope that helps!

**************************

Name: Alex Rockwell

Email: rockwell@u.washington.edu