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Pojo's Harry Potter Card of the Day

Caught by Snape - Chamber of Secrets

Caught by Snape
Card Type: Adventure
Effect: Your opponent can't use Actions to play any cards except Lesson cards.
To Solve: Your opponent uses Actions to play Lesson cards 3 times. (Those Actions don't need to be one right after the other.)
Opponent's Reward: Your opponent may put any number of Lesson cards from his or her hand into play.
Card No: 61
Rarity: Uncommon
Set: Chamber of Secrets
Average Rating: 3.28 (based on 5 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


The effect of this card is very similar to the adventure reviewed yesterday - Escaping the Dursleys. I panned that one, but in contrast I like this card quite a bit. The key is the vastly different solution and reward. In this case, the reward is to play any number of lessons in hand. Since you need to play lessons to solve this adventure, you're not likely to have many leftover to reap your reward. Even if you still had some lessons in hand and played them, you'd be making yourself more vulnerable to the subsequent playing of this card again by your opponent. Unless your opponent already has a card in play that removes adventures, they must solve this according to what's printed on the card in order to remove it. Since this adventure forbids playing cards that can get lessons, your foe is usually forced to rely on normal draws to get the lessons they need to discard this. Any opposing decks with a low lesson count are devastated when Caught by Snape is played against them. If you're going to play this card, you should find room for four in your deck, as each additional one played greatly increases the pain. This card also makes for a cute target of your own Draco's Trick.

Rating: 4


This card is good. It completely shuts down the character decks unless they are running Minerva Mcgonagall. When you are facing more conventional decks it stalls at least a turn more sometimes if you play it later on when they have played most of their lessons. This card is very worth playing if just to get you a free turn most of the time.

Rating: 3.6


This card doesn't do much to help you win. Your opponent will most likely need to play lesson cards and will most also likely be able to do this three times, in which case they get to play more lessons. All in all this card doesn't really help you much, except maybe stall him for a turn or two until you can pull of a combo. But I'm sure you could think of other ways to do that.

Rating: 1.8


Similar to Escaping the Dursleys, yet a little better. Rather than letting him search his deck, he can play all the lessons in his hand. Not so great for you... unless you play Draco's Trick. =) If you play a heavy lessons deck this card would be ideal with Draco's Trick, but otherwise it's kinda dumb. ;x

Rating: 3


Oh i hate this one too!!! Well, that is to say i hate that my opponent can play it. If you are playing Fred and George, replace this adventure with something else once they have played their 2 lessons toward solving and really frustrate your opponent. The new adventures are really really mean and i am glad to see that cuz McGonagall has ruined a lot of our fun for ages. This is quite simply a stall card. Played late game, your opponent will be unlikely to be able to come up with those 3 lessons overly quickly, so you get some breathing room and time to finish them off. Like Escaping the Dursleys, they can still use cards they have in play, but man oh man.... this limits so many decks to simply having to solve. And unlike Escaping the Dursleys, they have to spend at least 3 actions to solve it unless they have a way to get rid of it.

Rating: 4

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