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Pojo's Harry Potter Card of the Day

Draco's Trick - Base

Draco's Trick
Power Needed: 7 Transfiguration
Card Type: Spell
Effect: Discard the Adventure you've played. You get the reward.
Card No: 50
Rarity: Uncommon
Set: Base
Average Rating: 1.90 (based on 5 reviews) 
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


It takes an action to draw this card and another to play it. You must target your own adventure for discarding. To get that adventure into play costs a total of three actions - one to draw and two to play. So the overall investment that this card represents is five actions. That's a pretty significant investment. Are there any reward effects worth this? Meet the Centaurs? Nope. Race For the Snitch? Better, but not good enough. Diagon Alley/Spiral Dive? Sure. But is there anything else? Well, this card does let us get rid of one adventure so we can play another. If we have two different types of adventures in our deck, we can play one early, knowing that this card will allow us to switch to the other if it later turns out that it will be more effective. Still not enthused? OK. How about this: Most adventures must be solved all at once. But a few can be solved over several turns (usually by allocating actions to solving them). Put Gringott's Cart Ride in your deck to force your opponent to discard at the start of each turn. They'll see that for using 5 actions to solve, they'll get a reward of 5 drawn cards, an amount that's equivalent to those 5 actions they spent. After they've spent two full turns trying to make the Cart Ride go away, you swoop in with this card, and claim the 5 draws for yourself instead. If you have Fred & George Weasley out, you can even put down a second Cart Ride in that same turn. Neat little trick, eh? No? OK, then I guess this isn't that great a card, outside of the Diagon Alley/Spiral Dive combo.

Rating: 2.5


This card really only has one purpose and that is to be used in the Spiral Dive combo. You lay down Diagon Alley then this card and draw all but one of your library then lay a Spiral Dive down to win the game. That is the only reason I would play this card even then it is quite a risky venture to try this because there are many things that can and often do go wrong.

Rating: 1.5


Yes, this card is useful in Spiral Dive decks, but when was the last time you saw one of those. They were all the rage when the Diagon Alley set first came out, but now it is too easy to hit fast and to hit hard that a spiral dive deck just doesn't make that much sense. And Draco's Trick on its own isn't that great of a card. Yes it might allow you to play another adventure because your opponent won't solve the one you got, but most decks aren't designed around multiple adventures unless they include Fred and George, in which case this card isn't needed. So all in all I say this card might have found a home in Spiral Dive lore, but in the rest of the Harry Potter TCG world, this card is pretty pointless.

Rating: 1.5


This is an easy card to rate and I thought it would be much tougher at first. 7 power is too high to be useful. This "bad bay" is a great card with lots of cool and fun potential, but it hardly ever really gets used. I have not seen a Gred and Feorge deck with lots of adventures, lots of denial, and 4 of this one in it all together yet. I think that might be a good idea actually. But every time I thought I had a Draco's Trick deck put together; it always took too long to get to that many lessons to use it. Hence, 7 power is too high and that makes this rating too low!

Rating: 2


I love this card. Not really the gameplay of it, but just the absolute fun
of it. The problem is.... which adventure do i use it on? Diagon Alley
seems like a natural choice, combine this with a few cards and you have a
fun Spiral Dive deck. Meeting the Centaurs has also been a favorite through
the ages. Or even Hiding from Snape. But why go through all that trouble
nowadays when we have cards like Loop the Loops, Eel Eyes, and Gringott's
Vault Key? Plus we got McGonagall and Filch ruining all of our fun. There
is no guarantee that your opponent won't solve before you get to use your
trick. The bummer is that adventures take 2 actions. Maybe a F and G deck?
But i don't usually play trans with my Fred and George and i rarely get up
to 7 power with them.... If there is ever an adventure with a reward
like... your opponent takes 10 damage or something, i suspect we will see a
little more of this tricky lil bugger, but until then, it is simply a fun
card for fun decks. And if theres one thing snuffy loves, its a fun deck. Fun Value Rating is 5/5 but the play value is....

Rating: 2



Now, this is a card I could live with. Draco’s Trick. Very few cards have the ability to solve an adventure for you and this one’s great. You discard and solve the adventure that YOU’ve played. That means that if the card says that the Reward is do 15 damage to your opponent (though there’s yet to be a card that does that) you do that to your opponent, which is sweet. Works great when planned out with other cards. One things that might set it back is it’s cost of 7, and of Transfiguration. **HINT**McGonagall in Motion**HINT** An oldie, but a goodie.

Rating: 4.5 (Guest Reviewer's ratings are not added into the average.)

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