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Pojo's Harry Potter Card of the Day

Garden Gnome - Chamber of Secrets

Garden Gnome
Power Needed: 4 CoMC
Card Type: Creature - Gnome
Ability: At the end of each of your opponent's turns, if there are any cards in his or her hand, he or she chooses 1 of them and discards it.
Damage each turn: 0
Health: 1
Card No: 108
Rarity: Common
Set: Chamber of Secrets
Average Rating: 3.38 (based on 4 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


It takes an action to draw this, and another to play it. If you can keep it out for two turns when your opponent has cards in hand, it will "pay" for itself in terms of actions in just two turns via its continual discard effect. With a one health, it's not exactly a robust creature. I see another problem. This discard effect only works if your opponent has cards in hand at the end of their turn. Even if it does work, you're only getting rid of their worst card. So the Garden Gnome is pretty bad then, right? Uh, no. Once you empty your opponent's hand, they are in tough shape. They can play the card they draw at the start of their turn, but their second action of the turn is likely wasted, as the Gnome will strip from them any card they try to draw with their second action. If you combine this with a card like 4 Privet Drive, they are suddenly in big trouble. The adventure protects the Gnome from elimination spells, while the Gnome protects the adventure from being solved.

Rating: 3


This is a nice card in lockdown decks. If you get 2-3 of them out, your opponents hand is going to be getting VERY, VERY small. =) With it being a creature, that's a downsize...but, 4CoMC is nice. 1 health and no attack is bad though, very bad.

Rating: 3.5


Discarding every turn is awesome. You could get this little pest out as early as turn 2, and if your opponent doesn't deal with him fast, he'd atleast get one shot of, most likely. Or if your opponent doesn't feel like wasting something that could be used better later, it just keeps pecking away at their hand, until they are forced to "use or lose" the card which would exterminate the pest. And when they're coaxed into doing that, your bigger creatures would be safer from creature extermination spells knowing that a few were wasted on your expendable Gnomes. =) They're common, so if you want to play them, I'd use three or four. They're just that good.

Rating: 4


These things are great as annoying little back up creatures. I have seen a lot of decks try to make these the center of their decks, but often times this just doesn't work. Hand denial only works so well for so long. In theory you can create a lock, but this takes time to set up. In the meantime, your opponent is using actions to his/her advantage. But a couple of these in play can be very effective.

Rating: 3

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