The Great Hall
- Daily Prophet (News)
- Message Board
- O.W.L.'s (Polls)
- Apparate (Links)
- Owl Post (Contact Us)

Star Ledger Special

Muggle Studies
Video Games
- Message Board
- Game Boy Color
- Game Boy Advance
- P.C. Version

The Movies
- Interviews
- Movie Introduction
- The Cast
- Rumored Cast
- Release Dates
- DVD Spolier
- Movie Images

TCG Dueling Club

Weighing of the Wands
- Base Price Guide
- QC Price Guide
- DA Price Guide
- AH Price Guide
- CS Price Guide
- Promo Price Guide

Restricted Section
- Base Set List
- Base Set Spoiler
- Quidditch Cup List
- Quidditch Cup Spoiler
- Diagon Alley List
- Diagon Alley Spoiler
- Adv at Hogwarts List
- Adv at Hogwarts Spoiler
- Chamber of Secrets List
- Chamber of Secret Spoiler

Charms Class
- Rulings Collection
- TCG Rulebook
- Card Anatomy
- Walk-Thru Tutorial
- Featured Articles

Transfiguration Class
- Deck Garage
- Card of the Day
- Featured Writers
- Tips & Strategies
- Killer Deck Reports

Featured Writers
- In Play with Steve
- Alex's CotW
- Keen Sense of Obvious

Apprentice Stuff
- Online Chat
- Apprentice Help
- Apprentice Patch
- Apprentice League

Deck Garage
Active Mechs
- Snuffles
- MadEye
- Lockhart
- Crusader
Inactive Mechs
- profpoke
- ProfLupin
- Soslow

- Characters
- Book Plot/Spoiler
- Book/Chapter Pics
- Fantastic Beasts
- Spell Books

Diagon Alley
- Book Shop
- Games Shop
- Music Shop
- Toy Shop

Dark Detectors
- Downloads

Pojo Portkeys
- Magic
- Pokemon
- Anime'
- Yu-Gi-Oh
- About Us


Pojo's Harry Potter Card of the Day

Riding the Centaur - Adventures at Hogwarts

Riding the Centaur
Card Type: Adventure
Effect: Prevent all damage done to you by your opponent's Creatures.
To Solve: Your opponent chooses 4 of his or her cards in play (other than his or her starting Character) and returns them to his or her hand.
Opponent's Reward: Your opponent may draw a card.

Card No: 25
Rarity: Rare/Foil
Set: Adventures at Hogwarts
Average Rating: 4.54 (based on 6 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


This card seems to have supplanted In the Stands as the adventure of choice to use in stopping creatures. Both offer the same tiny reward for solving. In the Stands keeps critters from getting into play, but is helpless to stop ones that have previously sneaked out already. This card fixes that problem, and also provides the advantage of forcing your opponent to remove cards that are in play, instead of just in hand. That's important because the cards in play are the ones that are hurting you right now. However, there are compensating drawbacks. For one, the removed cards are merely bounced back to their hand instead of being sent to their discard pile. Using cards such as Charms Exam or Peeves will still be needed to more permanently remove such threats. The other negative is that this card allows your opponent to continue to build up their army of creatures without interruption. They could then choose to solve this adventure on their turn by bouncing non-creatures to their hand, and then have their creatures deal their damage in one big hit on you. To reduce this risk, it's best to use this card coupled with mass creature removal (Transfiguration Test, for example). You can also fit Riding the Centaur into a denial deck that leaves your opponent few choices as to what four cards they'll have to return to their hand.

Rating: 4


I love this card. You stall your opponent from their creatures attacking, and how do they solve? They have to return 4 cards in play to their hand! Use this with End of Year Feast and you can keep this card alive for a LONG time, and annoy your opponent a lot! The reward, draw one card, also doesn't hurt you, and doesn't give your opponent a lot to go on. Overall, this card, imo, is WAY better then In the Stands, and you should throw 2-3 in any deck you can ;)

Rating: 5


Ooooooooooh I was so happy when I saw this card for the new set. The ability to keep creatures from damaging you is one thing that almost every deck needs even other creature decks. Solving can be done in a turn which is kind of a bummer but people don't want to return of four of their cards so chances are it will stay out for a couple of turns before they decide to solve. There are no draw backs to this card and I play it in quite a few of my best decks, so if you wanna play this card or are having creature troubles play it and play it often.

Rating: 5


This card is just way too cool. There isn't anything bad to say about it. Get two of them in your hand, and watch while they solve with Minerva, you still prevented that damage and then you smack another one down. Play a Transfig Test and then maybe a Stream of Flames, and your opponent has no cards in play. The possibilities are endless. This card is almost as good looking as me. What am I saying, NOTHING is as good looking as me.

Rating: 4.25


There is no adventure more feared by any creature deck than this one. Who cares if they have Minerva, play it and play another one. It has definitely made a difference in how anti-creature decks have approached creature decks. This is as good as it gets. It is nice to see an anti-creature adventure that compliments the anti-spell Through the Arch adventure. Play it and play it often.

Rating: 5


I really like Riding the Centaur. In a lot of ways it is like a Wingardium Leviosa with a price. It costs you two actions to play, but your opponent has to return four of their cards to their hand to make their creatures do damage. Thus it slows down your opponent. If you couple this with some denial you can really hurt your opponent. Plus if they use their McGonagall's ability on this adventure it leaves them open to the next adventure you play. And most likely if they are playing McG, they will use her ability here. No matter what though, it stops their damage for a turn and sometimes that is all that you need to make the difference in a game.

Rating: 4



A worthy back-up for when you can't get In the Stands out before your opponent begins playing creatures. Solving this one manually, though, may be a bit too easy, and sometimes dangerous. For some, picking up four cards in play may be a welcome move if it means they can resume doing 5 damage or more with their creatures. A Hermione deck would recover the quickest, since all a player would need to do is pick up four lessons and play them immediately. An opponent with Black Bat or Moonseed Poison in play would relish the opportunity to pick those cards up again to lay them down again for more points. Thus, if it's a toss-up between this card and another creature removal spell of some sort, go for the latter.

Rating: 2 (Guest Reviewer's ratings are not added into the average.)

  Copyright 2001 - 2003 - - All Rights Reserved.

HARRY POTTER, characters, and names trademarks of Warner Bros. is in no way affiliated with Warner Brothers or Harry Potter. 
We wish we were, but we are just an Unofficial News Site.