Pojo's Harry Potter Card of the Day
Midnight Duel - Adventures
Play this card only if you have at least 5 Lessons in
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.
Your opponent chooses 4 of his or her cards in play
(other than his or her starting Character) and discards
Your opponent may draw 4 cards.
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.
|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!
|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.
|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.
|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 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.
|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.)