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Pojo's Harry Potter Card of the Day

Sticking Up for Neville - Quidditch Cup


Sticking Up for Neville
Card Type: Adventure
Effect: Before each of your turns, your opponent takes 4 damage.
To Solve: Your opponent discards his or her hand.
Opponent's Reward: Your opponent may put up to 4 non-Healing cards from his or her discard pile on the bottom of his or her deck (in any order).
Card No: 48
Rarity: Uncommon
Set: Quidditch Cup
Average Rating: 3.45 (based on 5 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.

Alex Rockwell

This is a very good adventure for either dealing damage to your opponent, or forcing them to discard their hand, or both, provided that you can get it into play early in the game. Later on, your opponent will probably be able to play a couple good cards out of their hand and discard it, not losing very much but gaining a 4 point healing. In addition, you will have wasted a turn playing the adventure. If you get this into play right at the beginning however, your opponent will not want to discard their hand, as this would give you a huge advantage, and can end up taking a large amount of damage before they are finally able to get rid of it.

Of course, McGonagall is the perfect defense against this card, but if you have the right deck for it, and your opponent doesn't use McGonagall, it is quite good.

Rating: 4


No Review Today


Sticking up for Neville is QC's equivalent to Unusual Pets without the play restriction. While Unusual Pets required your opponent to have at least one creature in play, Sticking Up for Neville can be played at any time. This means you can be doing 4 damage a turn after turn 1.

Used at the right time, the penalty to solve (discard entire hand) can be costly. If your opponent has not cards, then he can solve for free. The reward is also one of the most generous, letting your opponent return 4 card to his deck.

Rating 3.5


This is an adventure that needs certain situations to be of use. They need to have a healthy amount of cards in their hand to make this worth playing. The reward isn't a big deal since they go on the bottom. So unless they have cards that allow them to shuffle the deck, they won't be of much use to your opponent sitting on the bottom.

Any solving card or McGonagall will take care of it easily. However, if they have big hand it could be a strong play. Empting their hand can help keep those lesson heavy spell decks in a constant state of rebuilding. If you use this adventure, just keep in mind when you draw it, that you don't want to just play it, check the benefits and situation carefully first.

Rating: 2.5


No Review Today


At first glance, SUfN seems like a bad card, but further examination brings out the truth.
The effect on this is alot like the Unusual Pets from Base Set. The difference is this card make them discard their hand to stop it, but pets only makes them discard 2 creatures from play (and they have to have a creature in play before you can play it). Everyone will have a hand at some point in the game, but not everyone has to have creatures. ;) The reward of getting 4 cards back to the bottom of your deck makes it a litter more appealing for your opponent want to solve it early, so you'd have a greater card advantage. =) And since they only go to the bottom of their deck, they probably won't have much of a chance to play them before the lose.

Rating: 3.75


The first time i saw this adventure, i was like WOAH!!!!! HOLY MACKERAL!!!!!
So i threw it into my decks and quickly learned its weakness. If your opponent doesn't have a large hand, then discarding their hand isn't all that bad and the reward can be nice.... four non-healing from discard pile to the bottom of the deck. The real trick to this adventure is timing. Played at the right time during a game, your opponent will not want to solve this adventure. Yet the trick is figuring out when is the right time. A large hand does not always demonstrate that your opponent will not solve, as half of his or her cards may be lessons or cards he or she has not played simply because they do no good against your deck. Whenever i look at an adventure, i always consider Draco's Trick. It's not a card that is played often, but i've always liked the idea behind it. Scare your opponent for a turn or two, while they try to solve your adventure, and then skitter it away. When quidditch cup came out, they did it one better, depending on your perspective. Fred and George Weasley let you play adventures for one action. Hmmmmm... there might be something there.... Fred and George WITH Draco's Trick... anyways, im getting besides the point.

All in all, this adventure is powerful in that it does a lot of damage and has a high cost for solving. Yet, the timing of playing this adventure is the key and very difficult to master. And with McGonnagall floating around, adventures are always dangerous to play when they cost you two actions. With the help of some hand spying or some sort of sixth sense (if you watch your opponents actions carefully, you can usually guess if they are building up to something or just drawing for the heck of it), this adventure could be great.

Rating: 3.5

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