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Pojo's Harry Potter Card of the Day

De-Gnoming the Garden - Chamber of Secrets

De-Gnoming the Garden
Card Type: Adventure
Requirement: Play this card only if you have at least 5 Lessons in play.
Effect: At the end of each of your opponent's turns, if he or she has any cards in his or her hand, he or she chooses 1 of them and discards it.
To Solve: Your opponent discards 5 cards in this way.
Opponent's Reward: Your opponent may draw a card.
Card No: 9
Rarity: Rare/Foil
Set: Chamber of Secrets
Average Rating: 1.83 (based on 4 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


Gee. This looks a lot like the Garden Gnome in effect. I liked that card, which was reviewed yesterday, but I'm not nearly as enthused about this one. Why? Well, it costs one more action to play, and works for a maximum of five turns. When solved, your opponent's reward effectively gives your opponent back one of the five draws you took from them. Since you can't have more than one adventure in play at a time, you can't combo this with any of the other adventures. There are many strong adventures in this game, and this isn't one of them. So you probably shouldn't be playing with it.

Rating: 1.5


Erm, Garden Gnome is MUCH better. This card you need 5 lessons for, and Garden Gnome is cheaper at 4CoMC. But, the effect is nice, and how they have to solve it is cool too. The reward, draw one, is ok, but not great. Then you have McGonagall/Trans, which kills this card. Also, near the end of the game, extra lessons will be around, so this card won't help that much.

Rating: 2


The cool thing about Adventures is you can play most of them first turn. Restrictions are so not cool, which means it would have to be a pretty durn good card to still play it. That's not the case here. The restriction is bad, the discarding is ok, solving it seems a lot shorter than a sneaky Garden Gnome could be, and drawing a card isn't much help to your opponent which is good. This adventure basically solves itself five turns from the time you play it, which could be better or worse than Garden Gnomes. I say try the Gnomes first, and if they don't seem to work for you (or you don't want to use Creatures) this may be another temporary options to consider. They loose five cards over time, but surely you know of something that could do five cards or better and not take up two actions?

Rating: 1.5


I really like the Adventures that you have to solve by doing whatever they say so many times. Unless your opponent has a way to get rid of adventures, you can count on them sticking around for a while. This is pretty much on the same level as Garden Gnomes, only it takes two actions to play. McGonagall of course is still a threat, but beyond that, not too many people play anti adventure cards. Once again i would not focus toooo much on hand denial, but i like the supplemental cards like this to help out. They can make a big difference in the long run.

Rating: 2.3

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