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                      Pojo's Harry Potter Card of the Day
  
         
          Hut on the Rock - Adventures 
          at Hogwarts 
      
        
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                          Hut on the Rock | 
                       
                       
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                          Card Type: 
                          Adventure | 
                       
                       
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                          Effect: 
                          Before each of your opponent's turns, if he or she has 
                          any cards in play (other than his or her starting Character), 
                          he or she chooses 1 of them and discards it. | 
                       
                       
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                          To Solve: 
                          Your opponent discards his or her hand. | 
                       
                       
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                          Opponent's Reward: 
                          You take 5 damage. | 
                       
                       
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                          Card No:  
                          15 | 
                       
                       
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                          Rarity: 
                          Rare/Foil | 
                       
                       
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                          Set: 
                          Adventures at Hogwarts | 
                       
                     
                    
                      
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                          Average Rating: 2.87  
                          (based on 5 reviews)  | 
                     
                   
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                  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 
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            If your opponent lets this card stay 
              in play for more than a turn, they're nuts. If we assume that you're 
              only playing sane people, this card trades your three actions and 
              5 damage for their 2 actions and cards in hand. Fred and George 
              will cut the cost on your side by an action. This would be worth 
              it if you could catch them with at least 4 cards, in my opinion. 
              But since they can solve it at the end of their turn, they would 
              need to have 5 or more cards in hand at the start of their turn 
              to satisfy my "standard" for playing this. The five lesson 
              restriction prevents this card from being an early game surprise, 
              and I'm additionally concerned that an opponent might have a card 
              out that they actually want to discard - like an already used one-use 
              character. In short, the number of little negatives add up to enough 
              that I'm not terribly excited by this card. Nice card picture though. 
               
              Rating: 2 | 
           
           
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                MadEye 
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            I have mixed feelings about this great 
              denial card. When I first read it I thought to myself, this card 
              will be great coming in late in the game when you are playing a 
              denial deck. Their hand will be full of cards and you know they 
              cannot afford to lose too many lessons if you have been keeping 
              their lesson count to a minimum anyway. They will still have to 
              lose one of something before they can get rid of this. And it will 
              hurt them a lot to play an Apparate, Logic Puzzle, Flying Motorbike 
              or whatever, because they already lost a card and they might as 
              well make you pay 5 for it. 
               
              But then I thought why not just play Cobbing or something that will 
              not require you to use 2 actions and/or use a hand discarding card 
              like you normally do anyway. After much consideration I believe 
              if you are running a denial deck
play with it, if not
stay 
              away from it. 
                
              Rating: 3 | 
           
           
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                Prof_Lockhart 
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            This card has the potential to be 
              scary for you and scary for your opponent. Do not play this card 
              if your opponent only has a few cards in his hand, cause he'll solve 
              it right away and you'll take 5 damage, however if your opponent 
              has alot of cards in his hand, he's going to solve it right away 
              anyways, otherwise every turn he's going to be either playing two 
              cards to play and discarding one, or playing spells and losing two 
              lessons. He'll soon find out pretty fast that he can't keep that 
              up for long. However, he might be able to tolerate long enough, 
              to play some cards in his hand and then solve. So the book on Hut 
              on the Rock, is denial decks could find this useful, but only if 
              its played at the right time, and that time is when your opponent 
              hand is full. 
               
              Rating: 2.75 | 
           
           
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                Snuffles 
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            I like this adventure. I like adventures 
              that make sense between the way you solve them and their effect. 
              Now before each of your opponent's turns, he or she discards something 
              from play. This means that it will automatically hit once. and if 
              you are playing a denial deck, This will hurt a lot. If you are 
              playing a good denial deck, your opponent will be stuck with several 
              cards in hand he or she can not play and will not want to discard 
              their hand to solve. Now the reward is five damage to you, so play 
              it carefully, but i definitely suggest playing it. 
               
              Rating: 3.6 | 
           
           
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                profpoke 
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              This card was one many people liked even before they actually got the card
              itself. You use two actions to play this in most situations, and you're
              garenteed atleast one card off the table from his side before it can be solved.
              So if you're playing card denial, this one is great! If they solve it quick, they
              lose their hand and a few cards from play. If they don't solve it quick, they lose
              a lot more cards from play and then their hand when the do solve it. Most 
              people will solve it quick, so be prepared for atleast 5 damage.
               
              Rating: 3  | 
           
         
      
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