Pojo's Harry Potter Card of the Day

Venomous Tentacular Juice - Chamber of Secrets

Venomous Tentacular Juice
Power Needed: 9 Potions
Card Type: Spell
Effect: Count the number of cards in your opponent's hand. He or she draws twice that many cards.
Card No: 52
Rarity: Rare/Foil
Set: Chamber of Secrets
Average Rating: 4.70 (based on 5 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


In the "old days" there was a deck archetype that used the combo of Obliviate and Potions Class Disaster. The deck ran Snape as the starter, and had plenty of Charms lessons. When it drew a Wand Shop, it would zoom up to its normal operating level of 12 lessons and then try to seize control of the game with the combo. The newest set makes that old deck obsolete. The "new" combo deck is also blue and green, using this card and Dobby's Help. The deck is configured much like the old one, although now it combos faster, since Dobby's Help costs only 10 lessons, and VTJ costs only 9. Additionally, the new combo is now the win method, instead of just the "gain control" method. This win method is based on forcing your opponent to draw a lot of cards. This isn't damage, and thus would evade any damage prevention defenses they have in play. Try this card with Wand Shop, large wands, Dobby's Help, and search cards like Reparo and Gringott's Vault Key, and you'll soon find yourself regularly winning in spectacular and grotesque fashion. Of course, you would soon find yourself without any friends to play against. But that is the price of success, isn't it?

Rating: 5


VERY nice card. Combined with Dobby's Help, it's usually game over :O They draw twice as many cards in their hand, so even if they only have a 7 card hand, that's still taking 14 cards away from there deck! But, the only bad thing is, if you can't finish them off, you often set them up to kill you!

Rating: 4


One of the best cards in the game. It leads to degenerate amounts of drawing and since you can draw your deck out pretty quickly when one of these is laid there is no real defense against it except denial and adventures. This card doesn’t need Dobby’s help to be good it just needs 2x of its self, but even one of them is insane. Personally I think it was a mistake to print this card.

Rating: 5


This card rocks if you use it right. You play Dobby's help followed by this. If Dobby gets your opponents hand up to 20 cards, you basically won! I have a deck based on that combo. The high cost isn't that hard to get up to either. I really like this card and reccomend using it with Dobby's Help.

Rating: 4.5


When a card becomes he key ingredient to a new type of Archtype, the answer to a question about it's rating would have to be, "duh." The combo is obviously this and Dobby's Help, but consider which card is actually doing the most work? If you somehow played all 4 of these in one turn, there's a better chance of making them draw more cards than if you played 4 DH's instead. The hand size is basically trippled after each VTJ layed down. Even at as small a beginning number as 2, that could be 6, 18, 54, 162 cards in their hand. o_O Whomever devised this card up at Wizards must have been one evil minded dude. Never underestimate the power of exponentials. >=)

Rating: 5