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Pojo's Harry Potter Card of the Day

Gringotts - Diagon Alley

Power Needed: 4 Charms
Card Type: Location
Effect: When you play this card, discard an other location from play (yours or your opponent's). Each player gets 1 more Action on each of his or her turns (including the turn you play this card).
Card No: 10
Rarity: Rare/Foil
Set: Diagon Alley
Average Rating: 2.93 (based on 6 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


Everybody likes getting more actions, so if you put this card out, there is a good chance your opponent will be pleased and let it stay around. It effectively shortens games by allowing more to be done in a turn. Thus, it slightly favors creatureless decks, since creatures deal their damage over the course of many turns. If you have a one turn win combo that needs lots of actions (Diagon Alley/Spiral Dive/Draco's Trick, for example), this card will help you get to being able to play it in one turn. That's important, as you don't want your combo pieces laying out in play, where your opponent can destroy them. This card is subtle, and stronger than many would think. Don't casually dismiss this card.

Rating: 3


An extra action is great...but it goes to your opponent, too. I would prefer Unicorn over this any day. But...combine this WITH Unicorn....=o That is just plain scary! 4 actions a turn...2 Unicorns out, 5 actions a turn! But I have found one drawback of extra tend to draw with them. This kills you. So, I don't really like extra actions, but I'll take them if I can.

Rating: 3


OK the theory out there right now is this: If you use this card it can work against you just as well. This is a true fact. However, I have a rebuttal to this. If you can set your hand up so that when you play this card you already have combos ready in your hand to work with it, your opponent will not be as prepared for it's use. Therefore, you will have the ability of having a surprise attack. Most players will think of its benefits for them to have this card out and will not take it out of play. Now you are ready to unleash your combos. When you run out of combos, simply replace it with another location so now that they can start using it, it is no longer available for them. It can be exciting for your opponent to see this card come into the game and leave them frustrated as you remove it from the game. If you attempt this strategy, enjoy the rewards.

Rating: 4


Gringotts is obviously the scariest location out there. Everyone is too afraid to play it, because not only do you get one extra action your opponent gets one extra action. However, I feel if your deck is built so that your hand is replenished with cards, then you won't be wasting actions to draw cards, you'll be using those actions to do damage, while your opponent will be running out of cards, and using those actions to draw cards. If you built your deck around this card, I really think you could make a scary scary deck. Just something you should think about.

Rating: 3.25


The trick is with Gringotts "What do i do with my extra action?" My advice is.... use something that limit's your opponent's next turn... such as.... Forgetfulness Potion, Jawbind, Fouled!, an Adventure (nudge nudge wink wink Letters To No One cough cough splutter splutter *burp* excuse me), Swelling Potion, Shrinking Potion, Defence!.... something like that... this card tends to lend itself to potions in this respect, but let's face it... Actions are fun! I'm not sure i would put this in a competitive deck, but if you are just playing for fun, this card just might make the game a lot more interesting!

Rating: 2.5


I only see one use in this card. If you have a lot, and I mean A LOT, of 3 card combos, use it! If not, dump it. The fact is that it helps your opponent as much as you and that is if it isn't more. Unicorn is a very good substitute and the money pieces also.

Rating: 1.8

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