Pojo's Harry Potter Card of the Day

Through the Trapdoor - Adventures at Hogwarts

Through the Trapdoor
Card Type: Adventure
Effect: Your opponent discards the card drawn at the start of each of his or her turns.
To Solve: The card drawn and discarded at the start of your opponent's turn is a Lesson card.
Opponent's Reward: You take 1 damage.
Card No: 48
Rarity: Uncommon
Set: Adventures at Hogwarts
Average Rating: 2.80 (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 fascinating aspect to this card is that the opponent has very limited control over solving it. The reward is negligible, but the effect isn't exactly a backbreaker either. Repeated use of this card will tend to diminish your opponent's hand size. There are other cards which do that faster, however. Considering that adventures require two actions to play (and another to draw), I prefer ones that have a strong game impact. This adventure seems too mild in effect. It's not awful, mind you. Middling, I'd say. If a future card gives you control over your opponent's card draws, then this gets significantly better, so watch out for that.

Rating: 2


This card is horrible. It is WAY to easy to solve. Snuffling Potion is MUCH better. They discard ANY card they draw. And, its more of a luck card then anything...The one damage for the reward is an ok reward...but there are MUCH better adventures out there. I will personally laugh at you if you use this against me. :P

Rating: 1


Denial Decks Dream Card! If you play denial, you try to keep lessons from being put into play by your opponent. This card deals one damage every turn it is out and it will run against McGonagall and or Filch one time without interruption. The best part about this card is that when it is solved, they still didn't get their lesson card, and you only have to take one damage. I admit, bouncing the amazing white ferret seems fun, but not if you are the ferret. If you are being hit with this card as weak as you think it may be, you will find yourself hoping that you packed enough lessons to survive their denial and a few of these. Because in essence what happens is this: You will run out of cards in your hand, You will end up drawing on your actions, You will not get many chances to play on your actual actions. People forget how important that first draw is until they no longer have it.

Rating: 4.5


I know what you're thinking this card is week, well here's what i'm saying, anti-healing, anti-philosopher's stone deck all the way. Now, more then likely if your opponent, uses the philosopher stone, they aren't going to have many lessons in their deck, so this card will make them always discard the first card, and then make them use an action to draw, so its like in essence giving them only one action a turn. Your opponent might not think too much of this card and its hard to solve cause they'll have to draw a lesson card. This also works well if your opponent is healing and stacking his deck with damage cards. I would advise playing around with this card and using it towards the end of the game. You never know when and how much you could frustrate your opponent.

Rating: 2.5


In a hand denial deck, this thing can put a big ow on your head. Most kids try to build decks with few Lesson cards so they can have room for all their "killer" cards. This card takes advantage of that situation, and makes it deadly. In discard decks, if they can get your hand to 0, then you discard the card you draw, and then you have to waste some of your actions on drawing cards, which might be lesson cards that the adventure needs to discard to be solved. Since your opponent can't actually choose when to solve this one, and since the reward is just 1 damage, it really makes it a good card to play.

Rating: 4