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Pojo's Harry Potter Card of the Day

Midnight Duel - Adventures at Hogwarts

Midnight Duel
Card Type: Adventure
Effect: Play this card only if you have at least 5 Lessons in play.

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.
Card No: 18
Rarity: Rare/Foil
Set: Adventures at Hogwarts
Average Rating: 3.50 (based on 6 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


How many effective decks have you seen that don't rely on creatures or spells? Any? That being the case, your opponent is likely to not be all that overjoyed at seeing this in play. Let's do the math on this. Midnight Duel takes one action to draw and two to play. The four card draw reward for solving for your opponent is worth four actions, but the discard of four cards to solve costs them eight actions, so the overall action result is +1 in your favor. I tend to like cards that provide a positive number of actions upon their use. I'm more hesitant on this card, however. The restriction about only being able to play it with 5 lessons out means a fast creature deck can get threats out on you early, and a lesson denial deck can further delay your getting out this card. If you draw this card late in the game, it's not likely to be useful, as your opponent probably has already achieved their playing level in learning, and has extra lessons in hand to toss to the Duel. Also, the popular Quidditch/Charms spell decks often include copies of Loop the Loops and Pulling Up to gain cards to keep the spell casting going, even with a Duel out. If you use this card, I suggest including discard cards like Purple Firecrackers to keep your opponent's hand size small.

Rating: 3


This card, in PCD decks, is AMAZING! You keep your opponents hand count down, and if they want to do damage, they have to kill their own hand!! And, to solve, they have to discard 4 cards from play? Well, if you're playing a PCD deck...;) And the reward, draw 4 cards, is ok...but, thats taking 4 cards from their deck....later on, they may regret it!

Rating: 3


I really think this card is heavily under played. The more I see this card the more I think about hand denial becoming a major force to be reckoned with. By having this card out and continually emptying your opponents hand your opponent would have to draw two cards a turn to lay a creature or spell this could almost become an In the Stands and a Privet Drive all in one. Solving this is hard to who really wants to get rid of four of their cards. The reward and having to have 5 lessons out is the only downside to this card that I can see. You really need to play with some hand denial to get the full effect of this card, but if you do you can be laying the smacketh down left and right.

Rating: 3.4


Let me just say, that whenever an adventure makes your opponent discard cards from play to solve, thats just way too cool. So this is the adventure that combos well with Hand Denial. Two cards to play one card, sweet. Throw in some purple firecrackers, some ouchs, and your opponent is sitting over there w/ no cards struggling to find a way to play any cards. Trust me these are the decks dreams are made on, and crushed too, so give it a shot, you'll never know what success you might find.

Rating: 3


Denial, Denial, Denial! This adventure RULZ! Play a deck where you are removing cards from play and emptying their hand and they will be stuck with their hands tied throughout a game. It is a seriously destructive card that can make a denial deck deadly. Will it help other kinds of decks? Absolutely! This card can work in most decks, but denial decks can make it so that their opponent may never get their deck off the ground. (Legal Commentary: This review is for the serious player only. The author is not responsible for your opponent's anger by its use. Any likeness of any deck is purely coincidental. And no animals were hurt in the writing of this review.)

Rating: 5


This card is downright mean. If your opponent wants to play any creature or spell, they basically have to decide which ones are the most important. The solve is pretty harsh also. 4 cards from play is just one step down from a Potions Class Disaster that we all have nightmares about. This adventure is another reason why i am fond of Draco Malfoy, Slytherin. For the most part he just sees right through this adventure. He can play items all day and never be affected. But let's be realistic. Almost every deck has spells in it, so it is a rare deck indeed that is not affected by this adventure. And unless your opponent has some major drawing power, he or she is going to have to solve eventually. The only limitation is the 5 lessons in play deal. But most decks get up to this level. For the most part it just means you have to wait a few turns before you start laying the smack down. For the most part i think this is a limitation on Fred and George Weasley more than anything else.

Rating: 3.6



The upsides for this one are great. Good effect, a tough sacrifice to solve it, and a reward for your opponent that isn't too bad for you and sets you up to attack their hand. It's got that nagging five-lesson requirement, though, so you can't play it real early.

Rating: 3.5 (Guest Reviewer's ratings are not added into the average.)

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