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

Dragon's Escape - Base Set

Dragon's Escape
Card Type: Adventure
Effect: Before each of your turns, your opponent takes 1 damage.
To Solve: Your opponent chooses 3 of his or her Lessons in play and discards them.
Opponent's Reward: Your opponent draws 3 cards or does 3 damage to you.
Card No: 4
Rarity: Foil
Set: Base Set
Average Rating: 1.40 (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 solves this on their turn before getting damaged, the action total is even. That is, it takes an action to draw this and two to play it. Combined with the three draw reward (which is better than the three damage alternative), that's a total of six actions. This is the same equivalent amount to draw and play the three lessons needed to solve this adventure. Even though there's no action advantage, solving this can seriously hurt your opponent's development, and early in the game they might not even have three lessons to offer up as sacrifice. All of this might make your opponent frantic with concern. The dumb ones, that is. The smart ones will notice that if left on the table, this adventure doesn't inhibit their play in any way. It only does a miserable one damage per turn. The thought that you wasted your only adventure allowed in play on this junk is likely to bring a smile to their face.

Rating: 1


=o This is an ok adventure...Your opponent may not think 1 damage a turn is worth 3 of his lessons, so they'll let you have it out all game. So, that would be about 10 turns, so 10 damage to them...which is also 1/6 of their deck =) To solve, discarding 3 lessons is awesome. Slowing them down without Trans. is always good! :O And, the reward, draw 3 cards or do 3 damage to you, is worth it if they get rid of 3 of their lessons...But, as always with adventures, McGonagall/Trans. kills it easily. :(

Rating: 2


Blah this adventure is pretty much terrible if I am going to use 2 actions to lay an adventure it is going to have to be worth it. This adventure only pings them for one damage a turn and they can do three damage to you the turn it comes out so they would be ahead. Granted ditching 3 lessons it evens out for drawing 3 cards or doing 3 damage.

Rating: 1


The Gloves are a nifty idea. To prevent one creature damage from each creature, this would work well against those annoying decks that get tons of creatures out, you lower every creatures hitting potential. But this card is just too expensive to be useful. If it was around 5 or 6, I could see this card in a lot more decks but getting to 8 power in CMC, will open up some hard hitting creatures that could do some damage instead of preventing damage. This card was a good idea, just not made to be that practical.

Rating: 2.4


Only 3 lessons to lose to solve this puppy, and the reward is rather silly. "Should I take 3 cards off my opponent's deck or my own?" Even if you played this first turn, that's at least 2 damage before they could solve it, and you'd most likly wind up taking 3 damage, so the two actions you wasted playing it ending up backfiring on you in the long run. The only place this would fit well would be lesson denial deck or a collector's album. I'm leaning towards the latter.

Rating: 1


Has this card ever been good? I remember even when we only had Base Set wishing this card wasn't a rare. The thing with Adventures is you usually want to make your opponent solve them. Either that or you want them not to be able to do something. This adventure does one damage each turn. Not that much of a liability as far as the game goes. And the solve is pretty harsh. 3 lessons to save you from one damage each turn? Maybe if i was playing a Philosopher's Stone deck, i might consider solving this. Of course, the damage can add up, but there are SOOOOOO many better options out there. Troll in the Bathroom does 2 a turn which is a big difference, Sticking up for Neville does 4, Candy Cart basically does 3 each turn.... I give this card the official "Moose Salute" sppptttfffffffff.....

Rating: 1

  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.