|Type(s)||Action - Attack - Looter|
Each other player gains a Ruins. You may play a Cultist from your hand.
When you trash this, +3 Cards.
Cultist is an Action-Attack-Looter from Dark Ages. It is similar to Witch, except that it distributes Ruins instead of Curses. Since distributing Ruins is a weaker attack than Cursing, Cultist has two extra bonuses to make it balanced at the cost: multiple Cultists can chain into each other without needing +Actions to do so; and when a Cultist is trashed it gives a +Cards bonus. Whether or not these bonuses make Cultist overall stronger than Witch is a topic of much debate.
 Official FAQ
- When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles.
- Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time.
- If the Ruins pile runs out, players stop gaining them at that point.
- After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand.
- Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress--the original Cultist uses up one Action and that is it.
- When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours.
- If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.
 Other Rules clarifications
 Strategy Article
There is no strategy article yet for Cultist. Feel free to add your thoughts!
It's got an obvious comparison to Witch, since it gives +2 Cards and gives out Ruins. But Ruins aren't as bad as Curses - they don't give negative points, and they give minor benefits. Cultist chains into itself and can be played as a Laboratory if your only other actions are Cultists, which is pretty nice. Cultist shines over Witch if multiple Cultists are bought early. You can't draw a Cultist dead, and a large amount of Ruins given to your opponents in a short amount of time may make it very difficult for them to recover.
Cultist tends to empty the Ruins pile extremely quickly. As a result, buying Cultists for yourself is often not an effective defense against opponents' Cultists unless you can do so on the same shuffle. If you have already started taking on Ruins then your newly-bought Cultist will probably be a dead card by the time you can play it, as there will be no more Ruins to distribute.
If you're racing your opponent to set up an engine, Ruins will play much like Curses, and Cultist will seem like a better Witch. But remember that you don't have to - a 6/4 Ruins split is much less damaging than a 6/4 curse split if you have something else to make up for it.
Cultist's on-trash ability is perfect for trash for benefit cards. Give out Ruins, and then trash the Cultists once you're done with them.
- trash for benefit
- Procession is a great fit. Procession a Cultist to get +7 cards, gain a -cost Action, and play more Cultists.
- Remodel - After using up the Ruins pile, you can Remodel Cultists for Gold, and get the trash ability
- Ferry - Makes Cultists extremely cheap at , giving a huge advantage to the player that goes first, even if opponents also try the same strategy.
- Death Cart, Scrying Pool, Gardens, Vineyard, and Fairgrounds all benefit from Ruins. The benefit is particularly strong for Vineyards.
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