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− | + | '''Payload''' is any card that functions as the purpose of a deck, most often in [[engine]]s. | |
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− | '''Payload''' is any card that functions as the purpose of a deck, most often in [[engine | + | |
== In Engines == | == In Engines == | ||
− | An engine needs three parts: +Action (normally through [[Village (card category)|villages]]), [[draw]], and payload. The +Action is necessary to play everything, and the draw is necessary to get everything you want to play into your hand. The payload is the reason you built the engine in the first place; a deck that only has +Action and draw will | + | An engine needs three parts: +Action (normally through [[Village (card category)|villages]]), [[draw]], and payload. The +Action is necessary to play everything, and the draw is necessary to get everything you want to play into your hand. The payload is the reason you built the engine in the first place; a deck that only has +Action and draw will be outpaced by [[big money]]. The most common payload is [[+Buy]]; simply adding the ability to buy more than one card per turn can make a {{Card|Village}}/{{Card|Smithy}} deck viable. Equally useful are [[terminal silver]]s (and other terminal +{{Cost}} cards), which give you the buying power to make use of extra buys, and [[trasher]]s, which trim your deck down and make your engine run more smoothly. Other payload categories are [[gainer]]s, [[cost-reducer]]s, and [[Attack]]s; [[Treasure]]s can also function as payload. |
− | Some villages and draw cards have additional abilities that can function as payload; a {{Card|Fishing Village}}/{{Card|Wharf}} deck does not need any other cards to win | + | Some villages and draw cards have additional abilities that can function as payload; a {{Card|Fishing Village}}/{{Card|Wharf}} deck does not need any other cards to win. |
{{Navbox Strategy}} | {{Navbox Strategy}} | ||
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