www.pojo.com/harrypotter 

Full Review of Adventures at Hogwarts set - Alex Rockwell

My thoughts on every card in the Adventures at Hogwarts Set.

 

Its always hard to know just how good a card is before testing it.  (Though you can usually tell if it will be generally good or bad)  Many of these cards I have not played, so my rating is just how I feel they would work.  Also, many cards are dependant on what type of decks people are playing.  So if the environment changes, different cards can become good.

 

A note on my ratings:

 

This is what my ratings are intended to mean:

 

A+   One of the best cards ever made (example: Minerva McGonagall (the greatest card ever!))

An A+ rating is nearly impossible to achieve.  AN entire set might not get one card with one.

A     Awesome card, this is one of the cards that makes you want to play a certain type of lesson

to use it (Example:  Borrowed Wand, Picking on Neville)

            Generally there will be about 3-4 cards I would give an A rating per set.

B+/B    Great/Good Card.  These cards form the backbone of most decks, and should be considered when making your deck if it’s the right type.  (Example: Quintaped, Cobbing)

B-         Ok card, will fit into some decks

C+/C/C-   Borderline card, might be playable in the right deck, but rarely will you use it. 

(Example: Boa Constrictor)

D/D-      Bad cards that you should pretty much never play.  You might find a deck which makes them ok, but they cant really be considered good.  (Example: Ms Norris)

F          Completely worthless horrible cards.  Never play this.  (Example: Potions Mistake, Meet the Centaurs)

 

Characters:

 

 

Albus Dumbledore

Character

Wizard - Unique

If you have at least 4 Lessons in play, your Spell cards with a printed Power cost of 6 or more need 2 less Power to play. (You still need at least 1 Power that matches.)

Rare

 

You knew they had to make him sometime….

Well, He’s the only character that has the potential to provide 2 lessons, so he should be good for something.  Note that his ability only works on SPELLS, so it wont work on items or creatures, or anything else, which would be really nice ;)

Also, it only works on cards with a power cost of 6 or more.  Note that this means if you have 4 lessons and Dumbledore in play, you could play a 6 cost spell, but not a 5 cost!!!!  That’s because the 6 cost would be reduced but not the 5.  (I actually won a game as a result of this, my opponent could cast a needed spell to kill my marble gargoyle, so I was able to keep it out and play several lesson destroyers to keep him below 5, and did about 10-15 extra damage, which made the difference later :)

 

I think Dudmbledore is best in a spell damage deck, probably quiddich, that doesn’t need expensive items, or creatures.  Also, since he doesn’t actually provide a lesson, you will be limited to 2 types of spells, since it would be too hard to play 3 types of lessons.

 

Overall, I think he’s a solid character who could be good in the right deck. 

Rating: B+

 

 

Argus Filch

Character

Unique

You may use an Action to discard an Adventure from play (yours or your opponent's). (You don't get the reward.)

Rare

2/80

 

Well, you can discard many adventures, basically, this means your opponent wont waste time playing them.  He’s not a wizard so you cant start him (not that I would want to), and I don’t think he’s a great backup either.  There are usually better ways of solving adventures, and not everybody plays them.

 

Rating: D

 

 

Crabbe & Goyle

Character

Wizard - Slytherin - Unique

You may use an Action and discard 2 cards from your hand to do 3 damage to your opponent.

Rare

 

I would expect nothing less from Cradde and Goyle than a crappy card :)

Instead of doing this, you could just CAST a damage spell, save one of the cards, and probably do more than 3 in the process.

Now, you could think of spending the game doing nothing but use this ability…play no lessons or anything.  In 12 turns you would have 7+12 cards and 14 actions.  That could be 3 draws, 11 uses of this ability (that would discard all 22 cards, deal 33 damage.  Well, that not enough to kill!  From then on, you could draw, draw, use, each turn, and do 3 more a turn.  If we figure about 6 more damage would do it.  (Total of 42, with 14 turns going by so our opp has drawn 14 cards, and starting with 7, that’s 60 cards.)   So this could win in 14 turns, doing nothing else.  (With no healing) I think our opponent would probably be able to kill us first, since we are playing no cards and doing nothing to stop them….

 

Rating: F

 

 

Harry Triumphant

Character

Wizard - Gryffindor - Unique

At the end of each of your turns, if you played an Adventure card that turn, draw up to 4 cards.

Rare

 

Well, drawing 4 cards for using 2 actions is what Harry could do before, but now you get to play an adventure, so this card is clearly an improvement!  Of course, no one really played Harry before….but maybe he’s good now.  However, you have to actually have an adventure to do it.  You will want to use a fair number of adventures with this, so you can use the ability.  And if any of them are ones that your opponent can live with, then they wont solve it and you cant use this ability again!  Overall, I just doing think he’ll work well enough to be worth it. 

 

Rating: B-

 

 

Madam Pomfrey

Character

Witch - Unique

Healing

Once per game, you may shuffle up to 12 non-Healing cards from your discard pile into your deck.

Rare

 

2 actions for a 12 point heal, now that’s good!  I wouldn’t use Pomfrey as a starter, since she does nothing to get you going, Snape would be similar but better, but Pomfrey has got to be one of the best backup characters around!  Put her in a deck without potions where you need healing!

 

Starter Rating: C

Backup Rating: B+

 

 

Peeves

Character

Ghost - Unique

Once per game, you may discard your hands and draw 7 cards to make your opponent discard his or her hand and then draw 7 cards.

Rare

 

Well, this is good if you have no hand and your opponent does, but otherwise its not really worth 2 actions.  True it deals 7 damage, but you take that too.  So you would want to use this in a deck that emptied its hand fast, and prevented your opponent from doing the same.  Still, I think he’s kindof hard to use.

 

Rating: C

 

 

Ron the Brave

Character

Wizard - Gryffindor - Unique

At the end of each of your turns, if you played an Adventure card that turn, your may search your deck. You may take a Character card from your deck, show it to your opponent and put it into your hand. Then shuffle your deck.

Rare

 

Similar to the new Harry, but you get 1 character of your choice instead of 4 cards.  I’d take 4 cards almost anyday….

 

Rating: C-

 

 

The Fat Lady

Character

Gryffindor - Unique

You may use an Action to search your deck. You may take a Gryffindor card from your deck, show it to your opponent and put it into your hand. Then shuffle your deck.

Rare

 

Its 3 actions for the first search, 1 each after that.  And there aren’t THAT many gryffindor cards, most are characters, which will take 2 more actions to play.  While you are doing all that, your opponent will be killing you.  Have fun searching for gryffindor cards!

 

Rating: D

 

 

Well, that’s the characters.  Overall, the only real additions are Albus Dumbledore and Madam Pomfrey, you can pretty much ignore the rest (in my opinion)

 

 

Adventures:

 

Well, there are some new powerful adventures in this set!  Most of the good ones have lesson requirements though!

 

 

Detention!

Adventure

Effect: Your opponent can't use Actions to play Adventure cards.

To Solve: Your opponent chooses 2 Adventure cards in his or her hand and discards them.

Opponent's Reward: Your opponent may draw a card.

Rare

 

Ok, there are much better ways to get around adventures….

Rating: D-

 

 

Finding the Platform

Adventure

Effect: Your opponent can't use Actions to play Location cards.

To Solve: Your opponent lets you search your deck. You may take up to 2 Location cards from your deck, show them to your opponent and put them into your hand. Then shuffle your deck.

Opponent's Reward: Your opponent may put a Lesson card from his or her hand into play.

Rare

 

Just like the previous…..

You can kill a location by just playing one of your own!

 

Rating: D-

 

Hut on the Rock

Adventure

Play this card only if you have at least 5 Lessons in play.

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.

To Solve: Your opponent discards his or her hand.

Opponent's Reward: You take 5 damage.

Rare

 

Now we’re talking!  As long as you have 5 lessons in play you can play this and put them in a lot of pain until they decide to discard their hand.  And they don’t even get to draw any cards back as part of the reward!  So they are left with nothing!

Combine this with Forbidden Corridor, Picking on Neville or Lost Notes, Scribblifors, and so on, and your opponent will be in a lot of pain.

 

Rating: B

 


Meeting Fluffy

Adventure

Play this card only if you have at least 9 Lessons in play.

Effect: Before each of your turns, your opponent takes 12 damage.

To Solve: Your opponent lets you choose 3 of his or her cards in play (other than his or her starting Character) and discard them.

Opponent's Reward: Your opponent gets 1 more Action the turn he or she solves this Adventure.

Rare

 

Well, this is a hard one to play, since you have to have 9 actual lessons, not just 9 power.  The effect is deadly, is like having fluffy in play, so it is must solve.  And the cost to solve it is really harsh!  Sacrificing three cards!  Provided they don’t have a better way.  (McGonagall! McGonagall!!)  You have to really build your deck with the purpose of getting this (9 lessons), and that’s dangerous, with the anti-adventure cards around.

 

Rating: B-

 

 

Midnight Duel

Adventure

Play this card only if you have at least 5 Lessons in play.

Effect: To use an Action to play a Creature or a Spell card from his or her hand, your opponent must discard another card from his or her hand.

To Solve: Your opponent chooses 4 of his or her cards in play (other than his or her starting Character) and discards them.

Opponent's Reward: Your opponent may draw 4 cards.

Rare

 

Also a very good adventure, get some lessons in play and play it! Before playing most cards, your opponent will have to discard one, that’s harsh!  And the cost to solve it is tremendously high.

Better have some defense against this one!  (Read: McGonagall, the best card ever made)

 

Rating: B

 

Riding the Centaur

Adventure

Effect: Prevent all damage done to you by your opponent's Creatures.

To Solve: Your opponent chooses 4 of his or her cards in play (other than his or her starting Character) and returns them to his or her hand.

Opponent's Reward: Your opponent may draw a card.

Rare

 

Quite a good way to prevent creature damage!  Until your opponent takes 4 cards back to their hand (that’s 4 lessons or creatures probably!), you are safe from their guys.  Kindof makes you want to use McGonagall for your creature decks doesn’t it :)

 

Rating: B-

 

 

Stoat Sandwiches

Adventure

Effect: Your opponent can't use Actions to play Healing cards.

To Solve: Your opponent chooses 5 of his or her cards in play (other than his or her starting Character) and discards them.

Opponent's Reward: Your opponent may shuffle up to 5 non-Healing cards from his or her discard pile into his or her deck.

Rare

 

Well, this might be useful sometimes, but most decks don’t use healing.  (Its good against potions, but not much else)  Play this if your friend keeps annoying you with healing and you only play this against him (or her).

 

Rating: C-

 

 

Voldemort Revealed

Adventure

Effect: Your opponent can't use Actions to play Spell cards.

To Solve: Your opponent takes 7 damage.

Opponent's Reward: Your opponent may put up to 2 non-Healing cards from his or her discard pile and put them on the bottom of his deck (in any order).

Rare

 

Well, now how does that compare to a 4 Privet Drive, huh?  They really only take 5 damage, since they heal 2.  2 actions and a card to deal 5 damage, big deal.

Play 4 Privet if you want this.

 

Rating: D-

 

 

5 Points from Gryffindor

Adventure

Play this card only if you have at least 5 Lessons in play.

Effect: Your opponent gets 1 fewer Action on each of his or her turns (even the turn this Adventure is solved). (If this would mean your opponent would have fewer than 1 Action, he or she still gets 1 Action.)

To Solve: Your opponent chooses 5 cards from his or her hand and discards them.

Opponent's Reward: You take 5 damage.

Uncommon

 

Now that’s more like it!  Giving them -1 action a turn is really harsh, they have to solve it.  And even when they do, they still get 1 action that turn.  They lose 5 cards and 1 action if they solve it after its been out 1 turn.  You lose 1 card, 2 actions, and take 5 damage.  That’s a benefit of 4 of their cards for an action and 5 damage!  If there was a card which was about 6 power (figure 5 lessons + character), which hit you for five but made your opponent discard 4 cards, would you do it?  I think that would be decent.  Of course, Purple firecrackers is probably better, and isn’t vulnerable to your opponent having McGonagall :)

 

Rating: B-

 

 

Candy Cart

Adventure

Play this card only if you have at least 3 Lessons in play.

Effect: Before each of your opponent's turns, he or she draws 3 cards and then chooses 3 cards in his or her hand and discards them.

To Solve: Your opponent takes 10 damage.

Opponent's Reward: Your opponent may draw a card.

Uncommon

 

Well, its 3 damage a turn, but it helps them draw better.  The cost to solve is harsh at 10 damage.  Its tricky deciding whether the advantage you give them in better draws is worth the damage.  I tend to think its not, and there are better ways to deal damage.

 

Rating: D

 

Flying Practice

Adventure

Effect: Spell cards that need Q Power use up 2 of your opponent's Actions instead of 1.

To Solve: Your opponent discards 4 cards that need Q Power from his or her hand.

Opponent's Reward: You take 2 damage.

Uncommon

 

Well that’s just mean to quiddich players isn’t it!  They can only hit you with one spell per turn!

And to solve it they lose 4 spells!  If lots of people you play are using quiddich, this can be quite good.  Makes you want to play McGonagall in your quiddich deck, doesn’t it.  (Reading through adventures makes me want to play McGonagall in every deck I make)

 

Rating: B

 

 

Looking for Trevor

Adventure

Effect: Your opponent can't use Actions to play Creature cards.

To Solve: Your opponent chooses 2 of his or her Lessons in play and discards them.

Opponent's Reward: Your opponent may search his or her deck. He or she may take a Creature card, show it to you, and put it into his or her hand. Then your opponent shuffles his or her deck.

Uncommon

 

Well, this is similar to in the stands, but a different cost to solve.  2 lessons to destroy it is pretty good, but then, you used a turn getting it out, during which time they could probably draw and play 1 lesson, maybe a second.  And then they get a creature of their choice when they solve it!

I think In the stands is far better.

 

Rating: D+

 

Running from Filch

Adventure

Play this card only if you have at least 6 Lessons in play.

Effect: Your opponent can't use Actions to play Lesson cards.

To Solve: Your opponent discards his or her hand.

Opponent's Reward: Your opponent may draw 3 cards.

Uncommon

 

Quite mean if you can get this out quick and destroy their lessons!  Then they are forced to discard their hand to kill it.  Problem is, they get three cards back for solving it, and you use 2 actions and a card to play it, (effectively worth 3 cards).  So unless they discard more than 6 cards, you didn’t really gain much.

 

Rating: C-

 

Through the Trapdoor

Adventure

Effect: Your opponent discards the card drawn at the start of each of his or her turns.

To Solve: The card drawn and discarded at the start of your opponent's turn is a Lesson card.

Opponent's Reward: You take 1 damage.

Uncommon

 

They discard 1 card a turn until they hit a lesson.  Well, considering that usually 40% of a deck is lessons, that’ll only take 2-3 turns.  So they will discard only 2-3 cards with it probably, which is what you paid to use this!   Too add to the insult, you take a damage.  Just generally a waste of time.

 

Rating: D-

 

Well, time for the new creatures!  Time for some fun!

 

Fang

8 CoMC

Creature

Dog - Unique

To play this card, discard 1 of your CoMC Lessons from play.

When you play this card, do 4 damage to your opponent.

Damage each turn: 4

Health: 7

Rare

 

I like the new creatures which deal damage when the enter play.  That way, if your opponent kills or bounces them to your hand, you still got your whack in!

Fang is an identical cost to the Hebridian dragon, which is pretty good. 

So lets compare them:  7/5 or 4/7 which hits for 4 when it enters play.

The health of both creatures is very good, though the 7 makes it so they cant Stream/Stream or Stream/Doxy like they can to the dragon.  If the creature survives for 2 rounds, the dragon is better, otherwise Fang is.  Fang is unique, so you probably only want to play 1-2 of him.  Overall, I think he’s about comparable to the Dragon.  High cost, but good.

 

Rating: B+

 

Welsh Green Dragon

7 CoMC

Creature

Dragon

To play this card, discard 2 of your CoMC Lessons from play.

When you play this card, do 6 damage to your opponent.

Damage each turn: 6

Health: 4

Rare

 

Well, the 2 lessons is really harsh.  You are asking to have him hit with Picking on Neville (2 more lessons!) Scribblifors, Mice to Snuffboxes, Incarcifors, and so on.  But at least if they do, he did 6 damage!  The 4 health is quite nice, as it takes 2 of: Doxy, Stream, Bewitched Snowballs to kill him.  I would play him in a lower cost deck that topped out at 7.  You get to 7, play a Guard dog and this Dragon, and go back to playing 5 lesson spells. 

He is good with a steelclaw for a surprise hit.  Welsh Dragon + claw = 12 damage from nowhere!

 

Rating: B

 

Giant Squid

10 CoMC

Creature

Squid

Damage each turn: 5

Health: 10

Uncommon

 

Well, the cost is really high, but the squid will stick around almost as much as Fluffy would!  If the damage was higher this guy might be quite good, but as it is, I think its just too hard to get to 10 lessons.  I would prefer lover cost cards like Guard Dog, Hebridian, and so on, which are much easier to play.  In the right deck though, the squid could work.

 

Rating: B-

 

Marble Gargoyle

5 CoMC

Creature

Gargoyle

When Marble Gargoyle does damage to your opponent, if he or she doesn't have any Creatures in play, it does 3 more damage to him or her.

Damage each turn: 2

Health: 3

Uncommon

 

Now there’s an awesome new 5 cost creature!

Remember back in the Quiddich Cup set, there was cobra lily, and it was decent.  People played it.  Well this guy is a cobra lily with the potential to do 5 damage against some decks!  This really helps out creature decks against spell decks, especially against quiddich, which has a hard time killing creatures.  Play Marble Gargoyle in your mid cost creature decks, its worth it!!!!

 

Rating: A

 

Black Bat

4 CoMC

Creature

Bat

When you play this card, do 2 damage to your opponent.

Damage each turn: 2

Health: 1

Common

 

A definite improvement on Boa Constrictor!  This guy gets a free hit when he enters play. And the 1 less health doesn’t matter unless they play Streeler.  And who plays streeler anymore??

 

Rating: B

 

Chimaera

7 CoMC

Creature

Chimaera

Damage each turn: 4

Health: 2

Common

 

2 health on a big creature is not enough.  This guy can be killed by anything, Doxy, Stream, etc.  Compare him to guard dog.  The dog does 3, not 4, but is WAY less vulnerable.  You can depend on the dog not dying easily.  This guy just keels over.

 

Rating: C

 

Sandstone Gargoyle

3 CoMC

Creature

Gargoyle

When Sandstone Gargoyle does damage to your opponent, if he or she doesn't have any Creatures in play, it does 2 more damage to him or her.

Damage each turn: 1

Health: 2

Common

 

Similar to his bigger brother, the Sandstone Gargoyle is great against quiddich decks.  However, this guy isn’t nearly as good against a creature deck, dealing only 1 damage.  He’s ok, but not great like the other gargoyle.

 

Rating: B-

 

 

Well that’s the creatures.  There are several good new additions, especially the new damage creatures and the Marble Gargoyle.

 

Time for Locations:

 

Great Hall

2 C

Location - Unique

When you play this card, discard any other Location from play (yours or your opponent's).

Before each player's turn, he or she draws a card.

Rare

 

Like Gringotts, this card is bad because it helps your opponent too much.  Its hard to make the advantage benefit you much more.

 

Rating: D-

 

 

Hagrid's House

3 CoMC

Location - Unique

When you play this card, discard any other Location from play (yours or your opponent's).

Whenever a CoMC Lesson (yours or your opponent's) is discarded from play, put it into its owner's hand.

Rare

 

Decent, but not at the level of locations like wand shop. 

You will still have to use actions to play the lessons again, so it doesn’t help that much.  By the time you can play the big important guys, chances are high you have some more lessons sitting in your hand anyway.

 

Rating: C

 

Hospital Dormitory

7 P

Location

When you play this card, discard any other Location from play (yours or your opponent's).

Each turn, each player may prevent 4 damage done to him or her. (The damage may be prevented from one or more cards.)

Rare

 

Similar to Madam Malkin’s Robes, this will prevent damage dealt to both you and your opponent. 

It’s a good defensive card, with potential in a slow, healing, control deck.

 

Rating: B

 

Potions Dungeon

3 P

Location - Unique

When you play this card, discard any other Location from play (yours or your opponent's).

Whenever a P Lesson (yours or your opponent's) is discarded from play, put it into its owner's hand.

Rare

 

This is better than Hagrid’s house, as its more useful to keep your potions lessons to play again.  (You sacrifice for cauldrons, many spells, etc.)  Play this in decks where you sacrifice many potions lessons.

 

Rating: B

 

 

Quidditch Pitch

2 Q

Location

When you play this card, discard any other Location from play (yours or your opponent's).

Spell cards that need Q Power (yours and your opponent's) need 2 less Power to play (you still need at least 1 Power that matches).

Rare

 

A very good location which can act as 2 lessons (if you only use quiddich).  Play with dumbledore and that a 4 lesson reduction on any quiddich spells of 6 or more if you have 4 lessons.  (So you can play 8 cost spells like loop-the-loops, or bigger ones like out of control.

 

 

Forbidden Corridor

6 T

Location - Unique

When you play this card, discard any other Location from play (yours or your opponent's).

Before each player's turn, he or she chooses 1 of his or her cards in play (other than his or her starting Character) and discards it. At the end of each player's turn, if he or she has no Lessons in play, discard this card.

Uncommon

 

One of my new favorite cards, the corridor is great for forcing your opponent to discard lessons and other important cards.  The key is to be able to often discard cards which don’t matter or which you might even want to discard.  Such as:  Characters who have already used their ability.  (Try:  Griphook, Madam Pomfrey, etc.)  Cards like Hedwig, which served their purpose already, and sacrifing lets you play another one, and so on.  Combine this with lesson destruction and quick creatures for a killer deck.   See my card of the week for more.

 

Rating: A

 

 

Overall, there are some good new locations, and you will probably want to play your own location to destroy one your opponent might play.  (Its really fun to destroy Wand shop with forbidden corridor, see them discard another lesson, and go from 8 lessons to 3 in one turn :)

 

The new match:  (There’s only 1, and its hardly worth even mentioning!) 

 

Muddy Practice

1 Q

Match

Either player may use an Action to discard a card from his or her hand.

To Win: Discard 5 cards from your hand in this way.

Prize: The winner does 10 damage to his or her opponent.

Uncommon

 

Hmmmmm….you use 1 card and 1 action to play this, then 5 more actions and 5 more cards to win this!  That’s 6 cards and 6 acitons!  And for only 10 damage!  That’s pathetic!  Play some SPELLS to do damage, using those cards and actions!

 

Rating: D-

 

 

And on to the items…

 

Galleon

10 C

Item - Money

You can play only 1 Money card each turn.

Before your turn, if this card is in play, discard it and your get 3 more Actions this turn.

Rare

 

Well, the cost is really high, but it gains you 2 actions for a card, which is very good.  Also, it lets you play for a killer turn.

 

Rating: B (due to high cost)

 

Dumbledore's Watch

9 T

Item - Unique

If this card is in play before your turn, discard all cards (other than each player's starting Character) from play (including this card).

Rare

 

It kills everything!  All their creatures, lessons and all.  And yours too of course.  You’ll want to use this with a big hand ready to bust out quickly again.  And try not to be hurt a bunch more than your opponent.  The problem is it doesn’t work immediately, so they get one more hit with their creatures, and can destroy it with Lost Notes or other cards.

 

Rating: B (just for the sheer destructive potential)

 

 

Mirror of Erised

10 T

Item - Unique

You may use an Action to discard this card from play. If you do, count the number of cards in your hand and discard them. Then search your deck. You may take up to that number of cards from your deck and put them into your hand. Then shuffle your deck.

Rare

 

This can be quite good in a control deck!  Get to 10 lessons, play this, get a bunch of new cards of your choice from your deck, to do exactly what you need!  This is good in the Potions class disaster decks.

 

 

Philosopher's Stone

15 T

Item - Healing - Unique

You may use 2 Actions to discard this card from play to put all Lesson cards from your discard pile into play. Then shuffle all non-Healing cards from your discard pile into your deck.

When you build your deck, you can only put 1 Philosopher's Stone in it.

Rare

 

15 lessons is a LOT to try and come up with.  You get a new deck, and all your lessons in play, so you will be drawing almost no lessons from then on.  This can heal you a LOT, so don’t underestimate its power.  Don’t underestimate its cost either, though, as 15 lessons is nearly prohibitive.  I think it could be quite hard to make a deck which could use this.  Also, you are vulnerable to item destruction when you use this unless you manage to get 3 actions  (Use Draco Malfoy, Slitherin)

 

Rating: A if you can manage to play it,

            D- for all the games it will sit there and you cant get 15 lessons before you die. 

            Overall, I’ll give it a B-.  Please make an awesome deck with it and show me its good.

 

 

Quidditch Cup

9 Q

Item - Unique

Once during each of your turns, when you use an Action to play a card that requires Q Power, you get 1 more Action that turn.

Rare

 

Basically it’s a free action each turn, provided you have enough quiddich cards in your deck.  9 is a lot, and this card will be a big target for Picking on Neville, Lost notes, etc.  I think at that cost, you should play stuff like loop-the-loops and draw 4 cards.  Also, you could play Photo album for only 5, and get a draw per turn (almost as good).  Granted that’s charms, not quiddich, but to compare cards, the Album is a lot better.

 

Rating: C+

 

Collapsible Cauldron

6 P

Item - Cauldron

To play this card, discard 1 of your P Lessons from play.

If this card is discarded from play, put it into your hand.

Provides: P P P

Uncommon

 

A very good cauldron, since they cant destroy it with lost notes, it only goes to your hand to be played again!  A high cost to only give 2 extra lessons, but I would choose it over the other cauldrons, given the propensity for cauldrons to get hit with PONeville and Lost Notes. 

 

Rating: B+

 

Sickle

7 C

Item - Money

You can play only 1 Money card each turn.

Before your turn, if this card is in play, discard it and your get 2 more Actions this turn.

Uncommon

 

Good for using combos like Bravado/Obliviate/PCDisaster

The sickle pays for itself since you get 2 actions for 1 action and a card.

Its playable in decks that need more than 2 actions in a turn.

 

Combo Potential: A

Otherwise: B-

 

 

Knut

1 C

Item - Money

You can play only 1 Money card each turn.

Before your turn, if this card is in play, discard it and you get 1 more Action this turn.

Common

 

Like Sickle, but only 1 action and 1 cost.  Use this if you need less than 7 for your combo you want to pull.  Unless you use it for some combo though, its bad, since you are losing a card.

 

Rating: Combo: A

            Otherwise: D-

 

Photo Album

5 C

Item

Before each of your turns, draw a card.

Common

 

Quite powerful, giving you many new options.  Its basically free actions, since you generally need to use some actions to draw.  The only problem is you cant turn it off, so it helps kill you faster.  Overall, I think this is a very good card. 

 

Rating: B+  (maybe even A)

 

School Broom

4 Q

Item – Broom

Provides 1 Q

When you play this card, draw a card. If you play this card, and you already have a Broom in play, discard the old one.

Common

 

It’s a good card, like a lesson with a free draw.  It’s a little more expensive than comet 260, but also quite good.  A good broom to get with Madam Hooch if you don’t want to get a Nimbus.

 

Rating: B+

 

 

And finally, the spells:

 

Dragon's Blood

7 P

Spell

To play this card, discard 2 of your P Lessons from play. Do 11 damage to your opponent or to a Creature of your choice.

Rare

 

This is similar to Malevolent Mixture and Draught.  If your playing those, consider this one.

Rating: B-

 

 

End-of-Year Feast

4 C

Spell

Put up to 4 Adventure cards from your discard pile into your hand.

Rare

 

Not as good as the other feast, as you generally don’t have many adventures in your discard…

Maybe play this with Fred and George Weasley.

 

Rating: D

 

 

Alohomora

4 C

Spell

Search your deck. You may take a Location of Adventure card from your deck, show it to your opponent and put it into your hand. Then shuffle your deck.

Uncommon

 

Usually not so great, since usually you don’t have many of these types of cards in your deck.  If you want to use this, do it in a deck with 1 of several of different adventures and locations for all different occasions, so you can find the one that saves you.  In the right deck, this can be quite good.  However, I would just play Gringott’s Vault key instead, and get ANYTHING.

 

Rating: C  (would be better if there wasn’t Gringott’s Vault key)

 

 

Baneberry Potion

3 P

Spell

To play this card, discard 2 of your P Lessons from play. Do 8 damage to your opponent or to a Creature of your choice.

Uncommon

 

This is a finisher, the one you play after hitting them with a Draught, Dogbreath, and Malevolent Mixture, and have 3 potions left.  You might consider playing 1 in decks with the above mentioned cards, for this reason.

 

Rating: B-

 

 

Bludger Bop

6 Q

Spell

Your opponent chooses 1 of his or her cards in play (other than his or her starting Character) and discards it. Then, if he or she has any cards in his or her hand, he or she chooses 1 of them and discards it.

Uncommon

 

This card is quite good in decks with cobbing, lost notes, PON, etc.  If you can make them discard a lesson from play with it, or kill a creature, that’s good.  However, its not as good as some of the other quiddich cards such as Cobbing, so I give it:

 

Rating: B-

 

Flying Motorbike

3 T

Spell

Choose an Adventure or Location in play and discard it. (If you discard an Adventure, you don't get the reward.)

Uncommon

 

Ok, you could discard the Location with your own location, and the adventure with McGonagall, so why play this?  Just kidding.  This is better than the previous “Discard an adventure” spells.  However, you still cant play it with a 4 Privet or similar adventure in play.

 

Rating: C+

 

  

Purple Firecrackers

6 C

Spell

Your opponent chooses 3 cards in his or her hand and discards them. (If he or she has fewer than 3 cards in his or her hand, he or she discards them all.)

Uncommon

 

This card has a great potential to wreck your opponents hand and force them to waste time drawing.  3 cards for 1 card and an action is a gain for you.  Also, if you hit them with TWO of these, they probably have to discard their whole hand, so you get their GOOD cards too!  (Use flitwick, cast it, get it back, cast it again ;)

 

Rating: B+

 

 

Star Grass Salve

8 P

Spell - Healing

To play this card, discard one of your P Lessons from play. Shuffle up to 11 non-Healing cards from your discard pile into your deck.

Uncommon

 

Very similar to Burning Bitterroot Balm, a very good healing card.

However, its only 1 more healing for 2 more cost, so I say, play the BBB.


Rating: B-

 

 

Winter Holiday

9 T

Spell

Your opponent chooses 3 of his or her Lessons in play and discards them. Then you choose 3 of your Lessons in play and discard them. (If either of you has fewer than 3 Lessons in play, that player discards them all.)

Uncommon

 

Well, you lose three also, and the card and action to play it, but if you have 9 lessons and your opponent 5 or 6, this should hurt them more.  I would play other lesson destroyers though, since that way you don’t have to spend time finding and playing new lessons too.

 

Rating: C+

 

 

Wooden Flute

8 CoMC

Spell

Choose up to 3 Creatures in play and return them to their owner's hands.

Uncommon

 

This will help you win a damage race in creature vs. creature.  Also, you can bounce your Doxy, Hedwig, or so forth and get more benefit from them.  I think this is the first good creature defense card for COMC.  However, not all decks use creatures, it costs 8, which is a lot, and if they have only 1 or 2 you dotn get the full effect, and Mice to Snuffboxes would be better.  I would play this if I wasn’t using Transfiguration, and could afford it in my COMC deck.

 

Rating: B-

 

 

Anti-Cheating Spell

3 C

Spell

Look at your opponent's hand. If there are any Lessons there, choose 1 of them and discard it.

Common

 

Not as good as the other lesson destroyers, since they don’t lose the action they spend playing the lesson.  Also, its quite bad late in the game, when a Lost Notes or PONeville is usually still good.

 

Rating: C

 

Bewitched Snowballs

5 C

Spell

Do 3 damage to your opponent or to a Creature of your choice. Then draw a card.

Common

 

In my opinion, this is about as good, if not better than a Stream of Flames

Against a non creature deck its BETTER, since you do three to them and get a card.  Against a creature deck, it’s a card instead of 3 damage, which is ok.  I like this better than streaml, but both are awesome.

 

Rating: A

 

Bucking Broomstick

7 Q

Spell

Do 3 damage to your opponent. Then, if your opponent has any cards in his or her hand, he or she chooses 2 of them and discards them (1 if he or she only has 1).

Common

 

3 damage and 2 discards, notall that great for a 7 cost quiddich spell.  Needs to do more damage to be good.

 

Rating: C

 

Cauldron Cakes

1 P

Spell - Candy - Healing

Choose up to 2 non-Healing cards from your discard pile and put them on the bottom of your deck (in any order).

Then draw a card.

(Cauldron Cakes isn't really a Cauldron.)

Common

 

You use this when you were going to draw, and its spending an action for a 2 point heal.  That’s not all that good.


Rating: D

 

Charms Accident

2 C

Spell

Do 2 damage to your opponent. You may also choose a non-Healing Item in play and return it to its owner's hand.

Common

 

You need to KILL the item, not just bounce it!  There are few of your own items you would want to bounce.  I would play a different item killer.

 

Rating: D+

 

 

Dog Bite

4 CoMC

Spell

Choose a Creature in play. That Creature does damage to your opponent equal to that Creature's printed "Damage each turn."

Common

 

Well, you can use it on THEIR creature, so you can have their Dragon or Fluffy bite them.  Usually this is only ok unless you manage to use it on a Dragon or bigger.  I would play steelclaw instead.

 

Rating: C

 

Every-Flavour Beans

1 T

Spell - Candy

Reveal the top 2 card of your deck.

Put into play any Lesson cards you revealed. Put into your discard pile any non-Lesson cards you revealed. Then draw a card.

Common

 

I tried to make this work and couldn’t.  You have to play too many lessons in your deck to make it good.  And then you add 4 of these, and you have no room!  If you play it and get a lesson, you are getting an advantage out of it, but if you have say 24 lessons, you will get an average of .8 lesson from it, and when you don’t get one it SUCKS.  Still, I hope that people can manage to get this spell to work, as I think it has potential.

 

Rating: B-  (Hard to work, but if you find a way to make it work, it could be good)

 

Fire Protection Potion

3 P

Spell

Do 3 damage to your opponent.

During your opponent's next turn, prevent all damage done to you by Spell cards.

Common

 

Not nearly as versatile as Jawbind potion, since it only prevents damage from spells, not all spells themselves.  Play Jawbind.

 

Rating: D

 

Fungiface Potion

4 P

Spell

To play this card, discard 1 of your P Lessons from play. Do 6 damage to your opponent or to a Creature of your choice.

Common

 

Like a mini-dogbreath.  But you want to get to 6 lessons in a potions deck, so I much prefer the Dogbreath.

 

Rating: C

 

 

Liquorice Wand

1 C

Spell - Candy

Do 2 damage to your opponent.

Then draw a card.

(Liquorice Wand isn't really a Wand.)

Common

 

This is using an action for only 2 damage.  Not too great.

 

Rating: D

 

Loop-the-Loops

8 Q

Spell

Do 4 damage to your opponent.

Then draw 4 cards.

Common

 

Very powerful!  You play this and can draw several more spells to hit with, and it does damage too!

 

Rating: B+

 

Manegro Potion

6 P

Spell

Count the number of P Lessons you have in play. Do that much damage to your opponent. Then choose 1 of your P Lessons in play and discard it.

Common

 

This has the potential to do quite a bit of damage.  You could get 8 in play and play this and then start disarding them.  That would be like a Dogbreath potion.  You probably wont get many more than 8 out, so I prefer dogbreath, but this is decent.

 

Rating: B

 

Muffling Draught

3 P

Spell

During your opponent's next turn, he or she can't use Actions to play Spell cards.

Common

 

Not as good as Jawbind!  Play jawbind!

 

Rating: D+

 

Owl Post

6 CoMC

Spell

Draw 3 cards.

Common

 

A card drawer for COMC!  I didn’t expect that!  Well, it gains 1 card benefit, since you use a cardand action to play it.  So its decent. 

 

Rating: B

 

 

Scribblifors

7 T

Spell

Choose 2 of your opponent's cards in play (other than his or her starting Character). Your opponent discards one of them and returns the other to his or her hand.

Common

 

This is like a greatly improved Mice to Snuffboxes.  It can hit anything, and one of them dies.  If you got to choose which died, it would be a super diffindo, but you don’t.  As it is, its quite good.

 

Rating: B+

 

Sleeping Potion

4 P

Spell

Do 4 damage to your opponent.

During your opponent's next turn, he or she can't use Actions to play Adventure cards.

Common

 

Basically 4 damage for 4.  That’s ok.

 

Rating: C-

 

Switching Spell

4 T

Spell

Choose an Item in play (yours or your opponent's) and discard it. Then search your deck. You may take an Item card from your deck, show it to your opponent and put it into your hand. Then shuffle your deck.

Common

 

Now if you destroy THEIR borrowed wand (or other item) and get your own item, that is REALLY AWESOME.  If you want to play a card just for item destruction, this is THE ONE.

 

Rating; B+

 

Troll Bogies

3 CoMC

Spell

Choose a non-Healing Item in play and return it to its owner's hand.

Common

 

Compare to switching spell.  Hmm, not much of a comparison.

Rating: D-

 

Vanishing Step

1 T

Spell

During your opponent's next turn, he or she gets 1 fewer Action. (If this would mean your opponent has fewer than 1 Action, he or she still gets 1 Action.)

Common

 

Well, you lose an action AND A CARD to play this, they lose an action.  Sounds like you are getting the bad end of that deal!

 

Rating: D-