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Pojo's Harry Potter Card of the Day

Running From Filch - Adventures at Hogwarts

Running From Filch
Card Type: Adventure
Requirement: Play this card only if you have at least 6 Lessons in play.
Effect: Your opponent can't use Actions to play Lesson cards.
To Solve: Your opponent discards his or her hand.
Opponent's Reward: Your opponent may draw 3 cards.
Card No: 45
Rarity: Uncommon
Set: Adventures at Hogwarts
Average Rating: 2.42 (based on 6 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


If your opponent can't play lessons, their hand should slowly build in size, making the solution to this adventure ever more painful. Obviously, your opponent will try to play out what cards they can and then dump their hand in hopes that the reward of a three card draw can give them a quick recovery. Since this adventure requires you to have six lessons out before it can be put on the table, your opponent will have a significant window of opportunity to reach their deck's natural cruising level. That is, to get out the number of lessons needed to play the vast majority of cards in their deck. If you are playing with this card, your deck needs to be packing a considerable amount of lesson denial to keep your opponent below their desired operating level. I guess my problem with this card is that if your denial is already working, why would you need to play this? In fact, the opponent's reward of the three draws, once you have them stuck, may be key for them in getting unstuck.

Rating: 1.5


Not very good. You need 6 lessons to get it out, by that time, your opponent will most likely have all the lessons he or she needs in play. But, in denial decks, this card can get annoying...But, them getting to draw 3 cards pretty much defeats the purpose of discarding their hand :\

Rating: 1.5


This adventure comes out way to late to do any good for you not to mention that it is way to easy to solve and the reward is really quite good. To run this card you have to play huge amounts of lesson denial and by the time you get to six lessons you probably have them killed anyway so play denial instead of this.

Rating: 3


The next step in our mission is to escape from the evil care taker. This is a great card if you can play it by turn two, but that's impossible due to the high casting cost. If you have Hermione you can play it by turn 3, but that's not very likely. This is more of a mid game card, so it won't matter as much when you play it. Unless you have heavy lesson denial, then this card is good! I wouldn't use this card but you might if it fits right in your deck.

Rating: 1.7


Adventure costs arn't cool, but it seems to be the way they're heading now-a-days, so its best to just get use to it. This is a pretty awesome adventure once you get it in play. When they got a big hand they don't want to discard, it's even better. Cards that let you return cards to their hand are good.. especially if you can return lesson cards since they can't be play, or will wind up being discarded from the hand to solve it. Evil. >=)

Rating: 3


If only you could play this earlier!! Now i think this might fit in very very well with a good solid denial deck. You keep discarding your opponent's lessons while you grow in power. Then play this card and they are out of luck for a while. They are likely to have a fairly large hand if you do your job on the denial end, so the solve is doubly harsh. Of course McGonagall is a threat, but she is a threat to any adventure. It would be hard to make this card effective, but it is worth trying.

Rating: 3.8



Ok frist of all u need 6 lessons on the board to play it then u need to use 2 actions to play it so thats 4 turns and most likely ur op has played picking on nevilie so thats 5 turn then plus it doesnt do jack really for the time it takes to play it.Now if this card only took 2 lessons on the board this card would be BROKEN.

Rating: 1 (Guest Reviewer's ratings are not added into the average.)

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