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                      Pojo's Harry Potter Card of the Day
  
         
          Midnight Duel - Adventures 
          at Hogwarts 
      
        
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                          Midnight Duel | 
                       
                       
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                          Card Type: 
                          Adventure | 
                       
                       
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                          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. 
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                          To Solve: 
                          Your opponent chooses 4 of his or her cards in play 
                          (other than his or her starting Character) and discards 
                          them. | 
                       
                       
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                          Opponent's Reward: 
                          Your opponent may draw 4 cards. | 
                       
                       
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                          Card No:  
                          18 | 
                       
                       
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                          Rarity: 
                          Rare/Foil | 
                       
                       
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                          Set: 
                          Adventures at Hogwarts | 
                       
                     
                    
                      
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                          Average Rating: 3.50  
                          (based on 6 reviews)  | 
                     
                   
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                  Ratings are based on a 1 to 5 scale 
                  1 being the worst.  3 ... average.   
                  5 is the highest rating. | 
               
             
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                Aardvark 
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            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 | 
           
           
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                Crusader 
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            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 | 
           
           
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                Enraged 
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            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 | 
           
           
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                Lockhart 
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            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 | 
           
           
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                MadEye 
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            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 | 
           
           
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                Snuffles 
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            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 | 
           
           
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               Guest 
                Reviewer 
                 
                HoneyDuke 
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            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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