Pojo's Harry Potter Card of the Day
Dumbledore's Watch - Adventures
If this card is in play before your turn, discard all
cards (other than each player's starting Character)
from play (including this card).
Adventures at Hogwarts
Average Rating: 2.60
(based on 5 reviews)
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
|I like the idea of a card that "resets"
the game. That's great to have when things aren't going your way.
My problem with this card is its cost. Nine lessons? If you are
getting plastered, it's doubtful you'll have that many out. For
the same reason, it's not so good for a deck that tries to win with
lots of small stuff, clearing the board when the opponent catches
up on development. The one use that does seem feasible for this
card is some sort of discard deck that has a heavy emphasis on development.
You get to 9 lessons and a few more in hand, then throw out this
little grenade to blow up the board. You are now prepared to recover
much more quickly from the devastation. Does that sound realistic?
Nah, I didn't think so either.
|There are some big combos for this
card, but I like a late in the game attack method best. Take the
time to build up you lessons to get this card in play. Your deck
should have some 1 to 4 power creatures in it. Speed creatures and
power lesson building is where this is going. Your starter should
be Prof. McGonagall and work lesson building as your key factor
for opening plays. Once you opponent has his table play set up and
is ready to start doing some damage to you, play Dumbledore's Watch.
Then the turn after you are both wiped out hit them with you one
CoMC and Forest Troll or Curious Raven (or even work the new Gargoyle
cards in as quickly as possible. Having some Picking on Neville
or Lost Notes handy will really help keep them from coming back.
Keep in mind that when this card takes effect it is like starting
the game over 1/3 the way through the game and you get to go first.
By having a part speed creature deck your hand should now be in
good shape to unleash it's ability while completely disabling your
opponent. (Because you were building your hand up for this while
preparing your Watch play.) When most of their lessons and game
plan just went to their discard pile it should set you up for great
game advantage. Now this idea will not do well against other speed
creature decks or small spell decks, but it is a frustrating this
to do to your opponent and throw their game off kilter. Good luck
in think of other ways to use this card.
|After careful consideration, I've
finally figured out the best use for this card. This is the anti
philosopher's stone card. Well why is it that might you ask, well
just think, its toward the end of the game your opponent, just put
all there lessons into play after using the stone, and you then
wipe them clear off, how are they going to do anything, especially
if when they healed they maybe had 10 cards left, with what 3 or
4 lessons maybe in there, what are they going to do if they can
only muster 3 or 4 power the rest of the game, cause there lessons
are sitting in their discard pile. You, probabably sitting at 20
power, have a better chance to finish off your opponent cause you
can get some more damaging spells or creatures out. So if you're
fearful of the stone, then carry the watch.
|This card is just plain scary!!! The
self evident combo of course is with The Philosophers Stone. That
or if you play it in a heavy stall deck this card would be brutal.
I'm glad it is unique (unlike the Golden Snitch Sheesh!) because
putting two of these out would almost certainly trigger it's effect.
This is a major win card in that if you have it in your deck, this
should be part of your win strategy. There are a lot of directions
to go with with this card, such as simply waiting till your opponent
is too low on cards to do any damage before they draw themselves
out of cards. Go with the Philosophers Stone and after all your
lessons come back into play, get yourself one Major Heal. Griphook,
Peeves, and adventures that do damage could also be a way to go.
The possibilities are endless, but i fear that making a deck with
any of these combos is going to take a lot of skill to play.
Sorry for the tardiness. Summer makes me sleep-in too much, sometimes. :P
This is the Armageddon of HP. 9T is steep, so you won't be getting it out soon,
not that you would want to anyways. It's kind of a drastic card to play, maybe
if your opponent has tons of creatures, or other cards on the table, that
could kill you, and you have alot of cheap healing cards, or a healing starting
character, then (and maybe only then), would it be an "ok" card to play.
I'm not real fond of it myself, but if someone finds a kill combo that utilizes
this card well, it might be better then. The uniqueness just prevents you from
playing more that one copy of this card, so your opponent won't have to deal with