Ok some stats.

80 Card Set

30 Rare ≠ all appear to be coming as foils/holos as well for a total set size for Collectors of 110.

20 Uncommon

25 Common

5 Lessons

This set will be harder/more expensive to collect than the Base Set, because there are 30 foils/holos, and not 20. They say that 30% of rare positions contain a holo/foil instead. There are also rare copies of each foil/holo.

In effect this means that not only is it more expensive, because itís a smaller set (80 vs 116) you are likely to have excess uncommons and commonsÖ

Base set had 12 Character Cards, now we have +8 new Personalities for a total of 20.

Base set had 12 Adventures,

now we have +8 Adventures for a total of 20.

We had 23 cards for each lesson type,

1 Foil

4 Rares

7 Uncommons

1 Lesson

10 Common

  now we have 32 being

+3 new Rare/Foil cards for each magic type.

+2 new Uncommon cards for each magic type.

+4 new Common cards for each magic type.

Now each of the 4 original magic types has,

4 Foils

4 (7) Rares (those extra 3 being repeats of foils)

9 Uncommons

1 Lesson

14 Common

Total 32.


Fred & George Weasley

You may use 1 Action (instead of 2) to put an Adventure card from your hand into play, even if you already have one in play. If you already had one in play, discard the old one.

This power could be very nasty. I think everyone has to start seriously about stocking Apparates and Logic Puzzles, else the Weasley Twins may keep swapping in and out Adventures, resetting the requirements to satisfy them.  This and the fact that there are 8 more adventures. I am not sure if this is for me but its got possibilities.

Harry the Seeker

Wizard - Gryffindor - Unique

Once during each of your turns, when you use an Action to play a Quidditch lesson, you may draw a card.

This power gets Harry off to a fast start in any Quidditch heavy deck. I think I will be keen to experiment with Harry the Seeker as my starting character. I wonder if you have Hermione in play do you get two cards when you put two such lessons into play? ;)

Madam Rolanda Hooch

Witch - Unique - ??House - Provide 1Q

Once per game, you may search your deck. When you do, you may take a Broom card from your deck, show it to your opponent and put it into your hand.  Then shuffle your deck.

Providing 1 Quidditch Lesson should see Hooch a popular choice to play the new magic type. The broom recovery might be nice to get the Nimbus 2000 in combo with other Quidditch cards.

Marcus Flint

Wizard - Slytherin - Unique

Once per game, you may make your opponent choose 3 cards in his or her hand and discard them. (If there are fewer than 3 cards in your opponentís hand, he or she discards them all.)

Canít say I am too impressed by this power. Could come in useful if timed well.

Neville Longbottom

Wizard - Gryffindor - Unique

Your may prevent all but the first 8 damage done to you each turn.

Wow, this could be really interesting in stopping opponents surprise you with Steel Claws or huge creature build ups or dreaded potion one-two attacks. Probably a really good choice for a companion in a Ron deck.

Oliver Wood

Wizard - Gryffindor - Unique

Once per game, when 1 of your Spell cards that needs Q Power does damage, you may have it do 8 more damage.

Nice ability, if not brilliant, better than many.

Prof. Mivera McGonagall

Witch ≠ Unique - Gryffindor

Provides a Transfiguration lesson

ďOnce per game, you may discard the Adventure your opponent has played. (You donít get the reward.)Ē

Iíve played a few hands with a Minerva proxy as my main character, and I think she is one of the best, if not the best, character to come out of this expansion. 4 Privet Drive can be easily removed which proved to be great when I was ready to attack or remove any other adventures from my opponentís hand. She can also get rid of Human Chess Game, which I have found lots of fun with a Draco deck and creatures, to keep my opponent from doing anything. Great card as primary or secondary in any deck.

Seamus Finnigan

Wizard - Gryffindor - Unique

Once during each of your turns, you may discard 2 cards from your hand to get 1 more Action.

This could be a really interesting character. Combined with an Owl or Harry Potter, it provides the opportunity to perform three card/action combos again and again. I think this is the most intriguing card for deck design in this set.


Like I said, I think decks are now going to have to have Adventure removal cards, because there are some great combo potentials that should support most deck styles ≠ so Adventures are going to be must for most.

Gaze into the Mirror

Effect:  During your opponentís 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

A form of 4 Privet Drive but not as effective. I am not sure why I would want to use this instead of 4 Privet, given it can be solved with a spell, and allows many other spells to be used, like healing.

Hagrid Needs Help

Opponent gets one less Action per turn (never to zero Actions though).

Solve: Take 8 damage. Reward: draw 3 cards

An excellent card for spell based decks that need to build up power and want to slow there opponentís down before they are ready to unleash their power.  A good card for any deck ≠ and another excellent reason to have Adventure removal cards else you could be stuck with one action for half a game ≠until the other shorter more painful half where you get decimated.

In the stands

Effect: Your opponent canít play creature cards.

To solve: Your opponent chooses 4 Creature Cards in his or her hand and discard them. Reward: Your opponent may draw a card

This is a nice way to stymie creature decks, and maybe good against players using a few bigger critters ≠ although limited value against swarm decks; especially those using Halloween Feast.

Into the Forbidden Forest

Effect: Whenever 1 of your Creatures does damage to your opponent, it does 1 more damage. To Solve: Your opponent skips a total of 5 Actions (Those Actions donít need to be one right after the other). Reward: Your opponent   may draw a card

A great combo with swarm decks and the Swarm Spell. Steel Claw of course as well. I think this will be very popular in all creature decks allowing tiddly critters and even no damaging creatures to do reasonable damaged when combined with a Swarm card.

Pep Talk

Effect: The first Action your opponent uses on each of his or her turns must be used to draw a card. To Solve: Your opponent shows you a card from his or her hand with a (printed) Power needed of 8 or more. Opponentís Reward: Your opponent may draw 2 cards.

Against some decks this could be a great card. Those players who donít believe in using costly cards may never be able to remove this adventure which could slow them down fatally.

Race for the snitch

Effect: Your opponent discards the card he or she draws at the start of each of his or her turns. To solve: Your opponent discards his or her hand.  Opponentís Reward: You discard your hand.

Another one of those double edged Adventures. Has a great effect but could really damage your own game if your hanging onto healing and other important cards. Could be funny to use with Dracoís Trick to get a check Obliviate effect say using Seamus, Unicorn or Platform 9.75.

Snapeís Bias

Effect: Your opponent canít use Actions to draw cards.  To Solve: Your opponent lets you search your deck for up to 2 cards and put them into your hand. Then shuffle your deck. Reward: Your opponent may draw a card.

A pretty average threat adventure but with an excellent reward for the player of it. Some decks may just have to concede so they can get back to finding the cards they need to stay in the game.

Sticking Up for Neville

Effect: Before each of your turns, your opponent takes 4 damage. To solve:

Your opponent discards his or her hand. Opponentís 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).

Pretty nice Adventure. Good damage and nasty solution requirement.


CoMC has given us another fist full of critters, a few twists (Swarm being the best in my mind) and the awesome Fluffy that should always be considered in any deck design. That card alone should make everyone at least consider including cards to remove it easily ≠ else itís likely to do serious damage, especially when combined with Steel Claws.

Scabbers and Trevor are nice colour but nothing really amazing about them that I can figure so far.

Cunning Fox is a feisty card, nasty damage (especially with Hagrid) but easy to kill off.

Doxy and Streeler are interesting ≠ good cards to take out an opponentís creatures whilst getting you own in. Equivalent of doing two things at once.  Swarm is great. It really makes presently overlooked cards like Curious Raven really good. If your opponent has creatures as well it works against them. I am glad a somewhat expected card like this has appeared. It also comboís nicely alongside the Adventure, Into the Woods.

Devilís Snare and Cobra Lily are the real find after Fluffy. They make herbology unlikely to appear with attacking creatures ≠ probably making it a facilitator magic type like transfigurations. Devilís Snare has Unicorn health, meaning its hard to remove, but best of all both heal so cards like Fumos and chipaway charms damage cards arenít going to take these plants out easily.


Charms provides us with more of the same, and some other cards which will form important supports for deck designs. Halloween Feast, Chocolate Frogs, Charms Exam and Bravado are the most interesting to me.

Halloween Feast and Start-of-Term are both discard recover cards, with the first one likely to be a must for creature heavy decks ≠ especially those using swarm and facing transfiguration tests and exams.

There are a number of discarding cards. Charms Exam is the poor mans Obliviate that must be used with care, less it actually advantage your opponent. Might be a great card to followup with a second copy or a real Obliviate. Missing Parchment and Gone! are very cheap ways of removing spells and creatures from an opponents had. The former is likely to get allot of inertest from those always dealing with potion damage and healing decks ≠ or trying to protect creature hordes from transfiguration attacks.  We have two relatively standard damage cards in Rope Bind and Stream of Flames, but since the former allows card draw and the latter damages a creature as well, I expect these will be popular.

Chocolate Frogs just made playing Ron a really viable option. Seeking out a Wizard or Witch (so not Hagrid or Nearly Headless Nick) at 1C cost, means Ron can quickly get in Hermione or Harry or whomever, and get some cool powers into play. This card and the Sorting Hat make Ron likely to be competitive ≠ even with the character discarding cards that have appeared.  Bravado is just begging to be used in all sorts of combo decks. 5 less power brings Transfiguration Exam to trash all creatures, Obliviate etc, all in quickly to surprise and horrify to your opponent.


Out of the potions I think Jaw Bind Potion and Golden Cauldron interest me most. We get more healing, damage and denial spells in the rest.

Golden Cauldron will only be used by decks set on playing the most powerful cards, but the fact you donít loose the potions when you put it in, really makes this an interesting choice for decks.

Jaw Bind Potion is a great way to stymie opponents. Sure the damage is meek, but no spell play next round is just lovely.

Weakness Potion, Bloodroot Poison, Drowsiness Draught, Potions Class Disaster and Mopsus Potion all have interesting side effects to their damage but I am hard pressed to say that I would build part of a deck around them.

Healing comes from a cheap card in Buiswort Balm, but its Hospital Bed that as expensive as it is, allows you to seek out an elusive healing card or just the right calibre to save the day. A great thing when Draco is breathing down your neck and destroying all your potions.


Transfiguration has always been a favourite of mine and it now introduces some really interesting cards.

The Sorting Hat is a must in Character rich decks.

There are more anti-creature cards but several also include any card.  Mice to Snuffleboxes, Vanish and Petificus Totalus are all anti-creature cards. The later of these might be a good way of getting a much-needed lesson into play as well.

Research also might be a good way of getting those important lesson types missing from the game.

Put-Outer is a nice all round cheap way of getting temporarily rid of a card thatís upsetting you ≠ which means adventures as well ≠ and without needing spells! If you are Draco and have three actions (Unicorn etc) it could be an great combo to build part of a deck around.

The awesome Diffindo is perhaps the best card of this release, clearly allowing you to remove Adventure, great beast, Match, annoying Item etc, alike.

Desk into Pig is an ideal card to be used with cheap creature Swarm decks. I will have to go back through this little piece and word search Swarm and put all those cards together.

No Time to Play is the anti-Quidditch card, a good way of getting rid of brooms, bludgers and Snitches, as well as Matches.


Quidditch looks like itís all about speed, strategy and interesting card combinations for bonus damages.


Its speed comes from some dedicated cards, but also other damage cards that have special effects like reducing opponentís actions or drawing extra cards. Three of the four Matches also provide Speed. A few Support Banners could really make a deck fast.

Penalty Shot

5Q - Spell

Draw 3 cards


Strategy Session

3Q - Spell

You may put up to 3 Quidditch Lesson from your hand into play.


Support Banner

5Q - Item

At the end of your turn, draw a card if you played at least 1 Spell card that needs Q Power that turn.


Not only does Quidditch aim for speed but also allows a better degree of accuracy in getting cards into play that are needed. Searching for the Snitch is a great card, allowing either lessons in early game play or exactly the right power card at a later time.

Time Out

1Q - Spell

Look at the top 6 cards of your deck and put them back on top in any order.

(If there are fewer than 6, look at all of them.)


Searching for the Snitch

2Q - Spell

Search you deck. You may take a quidditch lesson or a card that needs quidditch power from you deck, show it to your opponent and put it into your hand. Then shuffle your deck.

Cleansweep Seven

2 Q - Item * Broom

When you play this card, look at the top 4 cards of your deck and put them back on top in any order. (If there are fewer than 4, look at all of them.) If you play this card, and you already have a Broom in play, discard the old one.

Provides: 1 Q


There are several damage cards, all with conditions or other effects. One of the best cards is the Nimbus 2000, which works nicely with all the spells that do damage and also the first item in the game that does damage, Bludger. This brings up another nice combo with several bludgers doing significant damage ≠ especially with the Nimbus in play ≠ although only when a Match is also in play. Two of the Matches do damage as well.

The damage is better than Charms BUT itís not against creatures. This highlights the real weakness of Quidditch ≠ its got nothing to take on creatures. A deck design in the least will need to be combined with good anti-creature cards.

Out of Control

10Q ≠ Spell

Do 6 damage to your opponent. Then your opponent chooses 4 cards in his or her hand and discards them. (If there are fewer than 4 cards in your opponentís hand, he or she discards them all.)

Power Play

6Q - Spell

Play this card only if a Match is play. Do 7 damage to your opponent.



Spell - 7Q

Do 4 damage to your opponent.  Then, if your opponent has any cards in play ,he or she chooses 1 of them and discards it.


4Q - Spell

Do 4 damage to your opponent.  During your opponentís 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).


5Q - Spell

Do 5 damage to your opponent. Then, if your opponent has any cards in his or her hand, he or she chooses 1 of them and discards it.


Pulling Up

4Q - Spell

Do 2 damage to your opponent. Then draw 2 cards.



4Q - Item

Before each of your turns, Bludger does 3 damage to your opponent if a match is in play.  (If no match, Bludger does no damage).

Nimbus Two Thousand

7Q - Item-Broom

Provides 1 Quidditch power. Whenever 1 of your Item or Spell cards that needs Q power does damage, it does 2 more damage. If you play this card, and you already have a Broom in play, discard the old one.


Quidditch supports two defensive cards, but I personally donít think they will be in any decks I make. Either too wimpy or too expensive ≠ unless of course I plan to use them in a combo.

Comet Two Sixty

3Q - Item - broom - provides 1Q

Once during each of your opponentís turns, you may prevent 1 damage done to you. If you play this card, and you already have a Broom in play, discard the old one.



10Q - Spell

During your opponentís next turn, prevent all damage done to you.




2Q - Spell

Choose 1 of your opponentís Items in plan and discard it.



The Golden Snitch is a highly expensive and risky card, providing the first alternative way to end a game without going out. Play this and Play Defence! ≠ if your opponent canít heal then their done for. Just another example of a possible combo in this combo rich magic type.

Golden Snitch

11Q ≠ Item

At the end of your opponentís turn, you win the game unless your opponent has at least 10 more cards in his or her deck than you do. (If he or she does, your opponent wins the game instead.)


I am pretty happy with Matches. I want to see more, and I was surprised there were only 4.

The Matches are about speed (Practice, Hufflepuff and Ravenclaw), bonus damage (Hufflepuff), and the only non-spell, non-potions way to heal (a chance to heal with 4 Privet Drive in play). Several combos with Quidditch and other magic types come to mind when I read these. I think they will be a must in Quidditch using decks.

Ravenclaw Match

1Q - Match

To Win: Do 10 damage to your opponent while this card is in play. (That damage doesnít have to be done all at once.)

Prize: The winner searches his or her deck. He or she may take up to 2 Lesson cards from his or her deck and put them into play. Then that player shuffles his or her deck.

Slytherin Match,

1Q - Match - Healing

To Win: Do 15 damage to your opponent while this card is in play (That damage doesnít have to be done all at once.) Prize: The winner may shuffle up to 15 non-Healing cards from his or her discard pile into his or her deck.

Hufflepuff Match

1Q - Match

To Win: Do 8 damage to your opponent while this card is in play. (That damage doesnít have to be done all at once.) The winner may draw 5 cards, the loose takes 5 damage.

Practice Match

1Q - Match

Do Five Damage To Your Opponent While this Card Is in Play...(You Donít Have To All At once)

The Winner may Draw 4 Cards.

Catch the Snitch

7Q - Spell

You win the current Match.  You get the Prize