Pojo's Harry Potter Card of the Day
Fred & George Weasley - Quidditch Cup
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. (Nobody gets the reward.)
Average Rating: 4.14
(based on 6 reviews)
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
|These two guys let you do something
that no one else can - play an adventure when you already have one
out. You may not be excited by that prospect yet, but you'll start
to come around when your opponent has skipped three actions to solve
your Through the Arch. His hope is that next turn he will skip his
first action to make the Arch go away, and then hit you with a major
spell for his second action. With Fred and George out, and a second
Arch in hand, you are well prepared to send such expectations crashing
down to earth. Now, suppose you wanted to use adventures to stop
spells or creatures. You could add In the Stands and the Arch to
your deck. But which one should you play if you draw both early?
Often, you won't know which card best hurts your opponent's deck.
You'll have to guess and run the risk of being wrong, or delay,
giving your opponent a window of opportunity with which to hurt
you. With Fred & George on the table, you can make that guess,
knowing that you can always change your mind later. You're not committed
up front to the adventures you've played. The other benefit of the
twins is that you get to play adventures at half their normal action
cost. To gain full value, you need to be playing adventures at a
rapid rate, which is a difficult task, given that you are only allowed
to have one out at a time. Adventures that have nasty effects, like
Meeting Fluffy, will tend to get solved right away, allowing you
to play another adventure on the next turn. With Fred and George
saving you an action, you could even use End of Year Feast to fill
up your hand with adventures, if you're lacking in those cards at
the moment. You might also want to give this card consideration
if you plan on solving your own adventures with Draco's Trick, to
get the reward for yourself. This card seems to make the most sense
as a starter. I've tried using it as an allied character in a Ron
Weasly deck with mixed results. This card's worth is dependent on
the nature of the adventures in the game. As long as they keep printing
a variety of strong ones, this card should continue to trend upwards
in game playability.
|These little trouble makers are amazing
in the right deck...say, the lessonless Ron Weasley deck. They are
the second out of 3 pieces in this deck, Ron, then Fred and George,
then Crabbe and Goyle! Adventures for one action? Well, that makes
up for not providing any lessons! You can catch up in lessons while
your opponent loses 11 cards from there deck with Hagrid Needs Help!
Then what? You plop down something that requires them to discard
there hand like Sticking Up for Neville ;)
|These fun tricksters are MY favorite
character of all time they are fun fun fun. It has happened to me
the dreaded 1st turn Hagrid Needs Help they lay it for one action
and a lesson with the another action. Thinking your safe you take
eight damage and then draw three free cards and lay a lesson. Next
turn they lay a "hose" adventure that prevents you from
laying all the nice cards that you just drew or even worse another
Hagrid Needs Help. The possibilities for these guys are near endless
for these guys and they get better and better each expansion. Adventures
are probably the most game altering card. They can do damage but
they can control the whole board in your favor by denying your opponent
the ability to lay creatures or spells. Overall these guys are really
really good especially with End of Year Feast.
|The twins provide many memorable moments.
They are a feared pair since they allow you to play an adventure
while still having another action to play another card. Now most
ppl say that you should play w/ three colors max, but when you use
Fred and George, Adventures become your third color. You should
put about 12-16 Adventures in your deck to get good use out of them,and
then make sure that the rest of your deck, should consist of muchodamage.
In conjuction with the right adventures and right damage strategy,you
could easily bring your opponent to frustration and defeat in no
|Gred and Feorge are on the loose again.
I wish they'd keep the correct sweater on to prevent confusion.
Sure they let you play an adventure with only one action, but their
real power is the ability to replace active adventures. There is
nothing more aggravating than watching an adventure that you are
solving being replaced by another one and getting no reward in the
process. So, don't take that kind of hassle, use the twins for yourself
and feel the power from the Mischief Side. ;o)
|Fred & George Weasley are just
plain fun to play. In fact, almost all of the Weasley characters
are. Some of the new adventures are just plain scary and if you
combo these guys up with some fun characters, you have another option
for the lessonless deck. Man.... they seem to be everywhere lol.
You can conceivably keep your opponent solving adventures the entire
game. The only problem with these guys is you have to be choosey
about which adventures you put in. I love the ability to replace
adventures with these guys. If yer opponent gets close to solving
yer adventure, just slap down another one and watch them squirm!