Develop
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− | {{ | + | {{Infobox Card |
− | | | + | |name = Develop |
− | | | + | |set = Hinterlands |
− | + | |type1 = Action | |
− | | | + | |
− | | | + | |illustrator = Marco Morte |
− | | | + | |text = Trash a card from your hand. Gain a card costing exactly {{Cost|1}} more than it and a card costing exactly {{Cost|1}} less than it, in either order, putting them on top of your deck. |
}} | }} | ||
Revision as of 09:43, 10 November 2012
Develop | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Marco Morte |
Card text | |
Trash a card from your hand. Gain a card costing exactly more than it and a card costing exactly less than it, in either order, putting them on top of your deck. |
Develop is an Action card from Hinterlands. As a fairly inflexible terminal remodeler that gains more cards than it trashes, it is often considered a relatively weak and situational card that is hard to use optimally. It benefits from having useful cards in the supply at a variety of costs.
Contents |
FAQ
Official FAQ
- First trash a card from your hand, if you have any cards in hand. Develop itself is no longer in your hand and so cannot trash itself (though it can trash other copies of Develop).
- If you trashed a card, gain two cards, one costing exactly more than the trashed card, and one costing exactly less than the trashed card.
- The gained cards come from the Supply; gain them in either order.
- If there is no card in the Supply at one of the costs, you still gain the other card if you can. Put the gained cards on top of your deck rather than into your discard pile.
- If you trash a Copper with Develop, which costs , you will try and fail to gain a card costing - (and also try to gain a card costing ).
Other Rules clarifications
Strategy Article
Develop isn't the strongest card in the game. It mainly suffers from its inflexibility in what you can gain and requires cards you want at a variety of price points. It works poorly as a trasher because it only trashes one card at a time which is usually slow and inefficient unless you are drawing a huge portion of your deck each turn.
Still, there are times when you can pull off some very neat tricks. Turning one card into two can be powerful, especially since they go on top of your deck for immediate play. If you want to pair two cards together for next turn this is a card which can facilitate that. For example, trash a Gold to top-deck a King's Court and a Mountebank to really put the hurt on your opponent. It also forms a decent combo with Border Village. Trashing a card will net you a and a Border Village, which can immediately gain the trashed card right back. Finally, trashing a card will be able to grab you a Province in the end game, and top-decking it with a Gold won't hurt your buying power next turn all that much.
Synergies/Combos
- Cards of varying costs
- Big Hands
- King's Court and other cards
- Border Village
Antisynergies
- Small Hands
- Big Money
Trivia
Secret History