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                      Pojo's Harry Potter Card of the Day
  
          Knut - Adventures at Hogwarts 
        
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                        | Knut |   
                        | Power Needed: 
                          1 Charms |   
                        | Card Type: 
                          Item - Money |   
                        | Effect: 
                          You can play only 1 Money card each turn. Before your 
                          turn, if this card is in play, discard it and you get 
                          1 more Action this turn. |   
                        | Card No:  
                          62 |   
                        | Rarity: 
                          Common |   
                        | Set: 
                          Adventures at Hogwarts |  
                      
                        | Average Rating: 2.79  
                          (based on 7 reviews) |  |  
                | Ratings are based on a 1 to 5 scale 1 being the worst.  3 ... average.
 5 is the highest rating.
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            |  Aardvark
 | This is the cheapie of the three new 
              money cards. This common card provides one action for one lesson 
              out, the uncommon Sickle gives you two actions for seven lessons, 
              and the rare Galleon give you three actions for ten lessons in play. 
              You can't play more than one money card in a turn, and they have 
              to be used the turn after they are played. Money cards are meant 
              to facilitate combos that require a lot of actions. They have the 
              drawback of waving a red flag that you have your entire combo in 
              hand. This gives your opponent a turn to hit you with discard or 
              zap your money card on the table. Since Knut takes an action to 
              draw and another to play, yet only provides one action in return, 
              it actually causes you to lose an action overall. This won't matter 
              to you if your combo wins you the game. However, Sickle doesn't 
              give you an action deficit and is cheap enough to get into play 
              without much trouble. Given that most worthwhile combos presently 
              in the game need 7 lessons anyway, I suspect that most players will 
              favor that card over this one. 
 Rating: 2
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            |  Crusader
 | Now then, you people are probably 
              screaming at my one and a half rating. But, hear my out. Knut gives 
              you one extra action. It takes one action to play it. See what I 
              mean? You gain NOTHING, except if you have a combo like Potions 
              Exam/Obliviate/PCD. It also just takes up deck space, since you 
              could replace it with a Unicorn, which provides a continous extra 
              action! Also, you can only play one money card a turn...so...yeah 
              =\ Sickle is MUCH better then this card, and Galleon just rocks! 
 Rating: 1.5
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            |  MadEye
 | Ahhhh Knuts! Sing it Pink Floyd
"Money!" 
              Well, let me see here. Does this card really have value to use an 
              action to play it just to gain that action back on the next turn? 
              I would say, "Yes, it does." This costs 1 Charms and the 
              card type it will really benefit only cost 1 Quidditch. That's right, 
              Matches! Just think of the early spell combos that you could use 
              to win matches just by have one more action. The Hufflepuff match 
              would be amazingly easy to solve now. Stream of Flames and Ouch! 
              or Fouled! and Blue Wig for just and example. You Quidditch/Charms 
              players who use Matches are really going to enjoy your new Unicorn 
              replacing money! I realize the combos are endless, but this is just 
              the KWIKSPELL course after all! 
 Rating: 3.5
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            |  Prof_Lockhart
 | Ahh the money card. I don't mean its 
              like money I just mean money money money. Now when you're a rich 
              famous author you got plenty of money so you don't worry about knuts, 
              you worry about your sickle and galleons, but all you less fortunate 
              souls aren't as wealthy as me. Now either way you look at it then, 
              any bit of money is important especially if you're playing draco 
              malfoy slytherin. You can play this card, get two actions, do whatever 
              you want. Then next turn you can discard this card for 3 actions, 
              play an item get an extra action, so in this case you'd get 4 total 
              actions, thats enough to play two bulgeyes and deal 26 damage, Ouch! 
              Your opponent won't know what hit them. 
 Rating: 3.25
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            |  profpoke
 | A Knut saved is a Knut earned. Use 
              an action last turn to play a Knut and get the action back on the 
              next turn. Pretty cut and dry. Only costs 1 so you could play it 
              first turn. I'd probably only use this card if I had some good three 
              action combos that I could pull of early. Otherwise it's just saving 
              an action from the last turn to be used next turn. If yo money stays 
              on the table, that is. ;') 
 Rating: 2
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            |  Snuffles
 | Now here is one groovy type card. 
              Really you should only use this with Draco Slytherin because otherwise 
              you are trading an action this turn for an action next turn. BUT! 
              if you have three card combos, do it to it! These new money cards 
              are sure to put a spin on actions. For a while now, Actions have 
              been fairly set at 2 in games. The cards that gave you extra actions 
              were few and far between. But now we got some more cards to play 
              with and actions are great! Once again i can not review this card 
              fully as i haven't fully absorbed the set, but i'm sure it will 
              make a difference! 
 Rating: 3.5
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            |  Wozniac
 | This card sends one of your actions 
              from one turn to the other. You DON'T win any actions with this 
              card so use it wisely. Only one situation should be present for 
              you to use this card: an early 3 action combo. Hufflepuff Match 
              with Fouled! and Ouch! or an early bad hand and you want to play 
              and use Colour-Changing Ink and still have an action to use a card 
              you drew... I'm sure you can think of much more! 
 Rating: 3.8
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