Secret Cave
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|type2 = Duration | |type2 = Duration | ||
|illustrator = Ryan Laukat | |illustrator = Ryan Laukat | ||
− | |text = '''+1 Card | + | |text = <p>'''+1 Card<br>+1 Action'''<br>You may discard 3 cards. If you did, then at the start of your next turn, +{{Cost|3}}.</p>Heirloom: Magic Lamp |
}} | }} | ||
− | '''Secret Cave''' is an [[Action]]-[[Duration]] card from [[Nocturne]]. | + | '''Secret Cave''' is an [[Action]]-[[Duration]] card from [[Nocturne]]. It's a [[discard for benefit]] [[cantrip]] that can provide you with +{{Cost|3}} on your next turn if you discard 3 cards from your hand now. Games using Secret Cave include the [[Heirloom]] {{Card|Magic Lamp}}. |
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
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=== Other rules clarifications === | === Other rules clarifications === | ||
== Strategy == | == Strategy == | ||
− | + | Secret Cave is a [[Duration]] [[cantrip]] that lets you discard three cards in exchange for {{Cost|3}} on your next turn. While this can enable you to spike higher pricepoints, especially during the early stages of the game (e.g. for {{Event|Inheritance}}), or generate {{Cost}} when you have [[overdraw]] or [[draw-to-X]] cards such as {{Card|Cursed Village}}, Secret Cave is usually not an efficient source of economy. Benefits now are generally better than benefits later, and having to wait a turn to get the {{Cost|3}} is usually detrimental. Additionally, because you discard three cards for {{Cost|3}}, Secret Cave effectively pushes you towards a [[money density]] of {{Cost|1}} per [[stop card]], an unimpressive mark. Rather, Secret Cave’s primary function in many [[Kingdom]]s is to make it easier to activate its [[Heirloom]], {{Card|Magic Lamp}}. | |
− | + | ||
+ | {{Card|Magic Lamp}} offers a [[one-shot]] effect of gaining three {{Card|Wish|Wishes}} if you can assemble six unique cards in play. This is almost always an important goal in the early game because {{Card|Wish}} is a very powerful [[gainer]] and enabler of [[gain-and-play]]. To achieve this objective, you must usually [[build]] towards two things: at least six unique cards in deck, and just enough [[deck control]] to get all six of those (including {{Card|Magic Lamp}}) into play at the same time, without playing multiple copies of any of them. Because you start with {{Card|Copper|Coppers}} and a {{Card|Magic Lamp}}, you usually need to acquire four more playable uniques. This generally means adding a few different Action cards (having some nonterminals makes them easier to put into play on the same turn) and avoiding duplicate purchases at first; [[Treasure]]s can also be helpful (e.g. {{Card|Silver}} or {{Card|Supplies}}). Secret Cave itself is a cantrip that helps you achieve six unique cards, and as a Duration card, it provides two opportunities per play to contribute to the number of uniques in play. This is only the case if you make use of its discarding effect (it won’t stay in play until your next turn otherwise), so it’s sometimes worth discarding solely for the purpose of helping to activate {{Card|Magic Lamp}} on your next turn; you’ll usually want to make this decision based on [[deck tracking]]. In addition to acquiring more unique cards, [[thinning]] greatly helps with {{Card|Magic Lamp}} activation, in that it can remove {{Card|Estate|Estates}} that you cannot put into play and excess {{Card|Copper|Coppers}} which don’t contribute to your count of unique cards, as well as allowing you to draw your unique cards more easily. Good [[draw]] is also often important, as it lets you assemble more cards in your hand to find six distinct ones. {{Card|Necropolis}} (in games with [[Shelter]]s) and other Heirlooms mean you occasionally start with more unique cards than usual, accelerating the process of activating {{Card|Magic Lamp}}. | ||
+ | |||
+ | An important synergy is with {{Card|Treasurer}}, with which you can regain {{Card|Magic Lamp}} from the trash for more opportunities to reactivate its benefit. | ||
== Versions == | == Versions == | ||
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! Print !! Digital !! Text !! Release !! Date | ! Print !! Digital !! Text !! Release !! Date | ||
|- | |- | ||
− | | {{ | + | | {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || <p>'''+1 Card<br>+1 Action'''<br>You may discard 3 cards. If you did, then at the start of your next turn, {{nowrap|+{{Cost|3}}.}}</p><span style="background-color:LemonChiffon"> ''Heirloom: {{Card|Magic Lamp}} ''</span> || Nocturne || November 2017 |
|} | |} | ||
=== Other language versions === | === Other language versions === | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
− | ! Language !! Name !! Print !! Digital !! Text | + | ! Language !! Name !! Print !! Digital !! Text !! Notes |
+ | |- | ||
+ | !Dutch | ||
+ | | Geheime grot || || || || | ||
|- | |- | ||
!French | !French | ||
− | | Grotte secrète || || || | + | | Grotte secrète || || {{CardVersionImage|Secret CaveFrench2021Digital|French language Secret Cave 2021 from Shuffle iT}} || <p>'''+1 Carte<br>+1 Action'''<br>Vous pouvez défausser 3 cartes. Dans ce cas, au début de votre prochain tour, {{nowrap|+{{Coin|3}}.}}</p> <span style="background-color:LemonChiffon"> ''Patrimoine : {{Card|Magic LampFrench2021Digital|Lampe magique}} ''</span> || |
|- | |- | ||
!German | !German | ||
− | | Geheime Höhle || || || '''+1 Karte<br>+1 Aktion'''<br>Du darfst 3 Handkarten | + | | Geheime Höhle || {{CardVersionImage|Secret CaveGerman|German language Secret Cave 2017 by ASS}} || {{CardVersionImage|Secret CaveGerman2021Digital|German language Secret Cave 2021 from Shuffle iT}} || <p>'''+1 Karte<br>+1 Aktion'''<br>Du darfst 3 Handkarten ablegen. Wenn du das tust, zu Beginn deines nächsten Zuges: {{nowrap|+{{Cost|3}}.}}</p> <span style="background-color:LemonChiffon"> ''Erbstück: {{Card|Magic LampGerman|Wunderlampe}} ''</span> || (2017) |
|- | |- | ||
!Japanese | !Japanese | ||
− | | | + | | 秘密の洞窟<br>(pron. ''himitsu no dōkutsu'') || || || style="padding:15px 0px;"| <p> '''+1 カードを引く'''<br>'''+1 アクション'''<br>手札3枚を捨て札にしてもよい。捨て札にした場合、あなたの次のターンの開始時に、+{{Cost|3}}</p> <span style="background-color:LemonChiffon"> ''(家宝: 魔法のランプ) ''</span> || |
|- | |- | ||
!Russian | !Russian | ||
− | | Тайный Грот (pron. ''tayny grot'') || || || | + | | Тайный Грот (pron. ''tayny grot'') || || || || |
|} | |} | ||
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|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne] | |Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne] | ||
}} | }} | ||
− | + | === Donald X.'s opinion === | |
+ | {{Quote|Text= Well I don't know what exactly the ranking sums up, what it says about say how often you get a card, but I almost always get this. The thing is it's always in a game with {{Card|Magic Lamp}}. Odds are I want to pop that {{Card|Magic Lamp|Lamp}}, I mean there are exceptions but they are rare. And Secret Cave is a 6th card on two turns. So, I get it. And then later, it may just cycle a lot, but sometimes you'll do it. Sometimes there's a combo, like {{Card|Cursed Village}}. | ||
+ | | Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half] | ||
+ | }} | ||
{{Navbox Nocturne}} | {{Navbox Nocturne}} | ||
{{Navbox Cards}} | {{Navbox Cards}} | ||
[[Category:Heirloom_naming_cards]] | [[Category:Heirloom_naming_cards]] | ||
[[Category:Heirloom pair: Secret Cave & Magic Lamp]] | [[Category:Heirloom pair: Secret Cave & Magic Lamp]] |
Latest revision as of 08:02, 23 June 2022
Secret Cave | |
---|---|
Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Nocturne |
Illustrator(s) | Ryan Laukat |
Card text | |
+1 Card |
Secret Cave is an Action-Duration card from Nocturne. It's a discard for benefit cantrip that can provide you with + on your next turn if you discard 3 cards from your hand now. Games using Secret Cave include the Heirloom Magic Lamp.
Contents |
[edit] FAQ
[edit] Official FAQ
- If you do not discard three cards, Secret Cave is discarded from play at end of turn.
- If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get + at the start of that turn.
- You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.
- In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.
[edit] Other rules clarifications
[edit] Strategy
Secret Cave is a Duration cantrip that lets you discard three cards in exchange for on your next turn. While this can enable you to spike higher pricepoints, especially during the early stages of the game (e.g. for Inheritance), or generate when you have overdraw or draw-to-X cards such as Cursed Village, Secret Cave is usually not an efficient source of economy. Benefits now are generally better than benefits later, and having to wait a turn to get the is usually detrimental. Additionally, because you discard three cards for , Secret Cave effectively pushes you towards a money density of per stop card, an unimpressive mark. Rather, Secret Cave’s primary function in many Kingdoms is to make it easier to activate its Heirloom, Magic Lamp.
Magic Lamp offers a one-shot effect of gaining three Wishes if you can assemble six unique cards in play. This is almost always an important goal in the early game because Wish is a very powerful gainer and enabler of gain-and-play. To achieve this objective, you must usually build towards two things: at least six unique cards in deck, and just enough deck control to get all six of those (including Magic Lamp) into play at the same time, without playing multiple copies of any of them. Because you start with Coppers and a Magic Lamp, you usually need to acquire four more playable uniques. This generally means adding a few different Action cards (having some nonterminals makes them easier to put into play on the same turn) and avoiding duplicate purchases at first; Treasures can also be helpful (e.g. Silver or Supplies). Secret Cave itself is a cantrip that helps you achieve six unique cards, and as a Duration card, it provides two opportunities per play to contribute to the number of uniques in play. This is only the case if you make use of its discarding effect (it won’t stay in play until your next turn otherwise), so it’s sometimes worth discarding solely for the purpose of helping to activate Magic Lamp on your next turn; you’ll usually want to make this decision based on deck tracking. In addition to acquiring more unique cards, thinning greatly helps with Magic Lamp activation, in that it can remove Estates that you cannot put into play and excess Coppers which don’t contribute to your count of unique cards, as well as allowing you to draw your unique cards more easily. Good draw is also often important, as it lets you assemble more cards in your hand to find six distinct ones. Necropolis (in games with Shelters) and other Heirlooms mean you occasionally start with more unique cards than usual, accelerating the process of activating Magic Lamp.
An important synergy is with Treasurer, with which you can regain Magic Lamp from the trash for more opportunities to reactivate its benefit.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Card |
Nocturne | November 2017 |
[edit] Other language versions
Language | Name | Digital | Text | Notes | |
---|---|---|---|---|---|
Dutch | Geheime grot | ||||
French | Grotte secrète | +1 Carte |
|||
German | Geheime Höhle | +1 Karte |
(2017) | ||
Japanese | 秘密の洞窟 (pron. himitsu no dōkutsu) |
+1 カードを引く |
|||
Russian | Тайный Грот (pron. tayny grot) |
[edit] Trivia
[edit] Secret History
[edit] Donald X.'s opinion