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Pojo's Harry Potter Card of the Day

Time Out - Quidditch Cup

Time Out
Power Needed: 1 Quidditch
Card Type: Spell
Effect: Look at the top 6 cards of your deck and put them back on top in any order. (If there are fewer than 6, look at all of them.)
Card No: 74
Rarity: Common
Set: Quidditch Cup
Average Rating: 1.56 (based on 5 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


OK, maybe this card isn't as dumb as it looks. Drawn early, you can set up to draw lessons for a faster start. If you have some means to shuffle your deck, you can use that to skip drawing the stuff you don't want. Later, you can play the opposite game and avoid drawing the lessons in favor of your deck's action cards. Of course, the problem here is that you've used your first action to stack the deck the way you want it, leaving you with only one remaining action to draw. Then your opponent can damage you on his or her turn, messing up your carefully made plans. On second thought, I've changed my mind. This card really *is* dumb.

Rating: 1


I am not a big fan of this card. If it was one of your first plays it may not be a bad way to start off. However, over all the only advantage I can see where this may come into play is with Draco Malfoy, Slytherin as your starter. He gives you the extra action you need to get the item and line up the cards so you can draw what you want. Also if it is early on, and your opponent has only 1 or 2 small creatures out, you can plan to discard the cards that you are willing to give up. I never have like the cards that let you stack your deck much, but it would be a nice way to line up a match or get your pick of the card you may need early on (if it were on the top 6 of course.)

Rating: 1.5


Whoa, call a T-O Baby. This is my primetime special, my diaper dandy baby, oh yeah. *Smacks himself* Sorry every once in awhile Dick Vitale invades my body. Alright onto today's card, Time Out. Time Out requires one quidditch lesson and you get to look at your top 6 cards. Well, I don't know about you, but there's only one situation where this could be very handy is if you're opponent has 4 cards left and you have about 8 or 9 and you're opponents creatures will kill you and you want to make sure you get that damage card that will finish them off. Now I don't want to burst your bubble, but we're trying to make decks so that you'll be winning and not have to worry about a chance draw at the end of the game to win, but it happens. As for the usefulness of this card, I wouldn't rate it very high, but if you like knowing which cards are going to be coming in your hand then include, but I think Cleensweep Seven could do this task just as well while providing one lesson for you.

Rating: 1.5


I really like the idea of this card. I like the aspect of controlling the next few cards i draw... It's almost like 2 Gringott's Vault Keys in one. The only problem is that if your opponent does say 2 damage to you after you use this card, unless you were smart and put the cards you wanted a little farther down, your best cards just got toasted. But then.... you're opponent might not damage you.... which way do you go? I guess the smartest way to use this card would be to put one card you want on top and use an action to draw it and put the card you want next at the bottom of the six.... this way... your opponent will be tempted to damage you and hopefully help you out. Or you could combine with Quick Thinking or Pulling Up or even Harry Potter or something.... Hmmmmm..... I like the Pulling Up idea... that might not be too bad after all. Generally though, I tend to take cards like this out of decks for other stuff.

Rating: 2.3


I have the same opinion about this card as I have about the Cleansweep Seven; On the long run, it won't affect the game much. In a well built deck, you can usually draw good cards without having to use it. On top of that, a quick damage spell ruins the "sweet deal" you maybe thought you made by ordering those cards the way you want.

Rating: 1.5

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