Hermit
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|Text=I quickly tried four variations on the top before settling on what it has. The premise was to let you trash cards that weren't in your hand; it had to also hit them in your hand so you didn't curse your luck on drawing those opening Estates / Shelters too often. Some of the versions trashed cards from the supply, a mechanic I'd first tried on a Seaside outtake, but it hadn't worked then and didn't work this time. And originally it trashed cards from your deck, but your discard pile gives you a similar selection faster. | |Text=I quickly tried four variations on the top before settling on what it has. The premise was to let you trash cards that weren't in your hand; it had to also hit them in your hand so you didn't curse your luck on drawing those opening Estates / Shelters too often. Some of the versions trashed cards from the supply, a mechanic I'd first tried on a Seaside outtake, but it hadn't worked then and didn't work this time. And originally it trashed cards from your deck, but your discard pile gives you a similar selection faster. | ||
− | |Name=[[Donald X. Vaccarino]] | + | <br><br> |
+ | I tried the bottom on another card that didn't survive, then put it here. Originally I thought I would have several cards that upgraded into specific non-supply cards, but each one both requires 10 extra cards to handle it, and gives me a card with a ton of text on it. So there are only two. The premise originally came from thinking about Pirate Ship, at a point when it was too late to change it. I realized that I could have made it that Pirate Ship either attacked or upgraded, and it upgraded into a Retired Pirate that made money. This change wouldn't have addressed any problems, it was just a cute thing I could have done, if I'd thought of it in time and had been welling to give up a card slot for it. So after that I planned on one day doing such cards. "If you didn't buy anything" was an obvious simple trigger, and a nice fit for a Hermit. If he doesn't go into town often enough, he goes mad.|Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}} | |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 16:24, 13 November 2012
Hermit | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Claus Stefan |
Card text | |
Look through your discard pile. You may trash a card that is not a Treasure, from your discard pile or your hand. Gain a card costing up to . When you discard this from play, if you didn't buy any cards this turn, trash this and gain a Madman (from the Madman pile). |
Hermit is an Action card from Dark Ages. It is a single-card trasher, since it lets you trash a card which is not a Treasure, and a gainer, since it lets you gain a cheap card (often a Silver). However, if you buy nothing on the turn you play a Hermit, you trash the Hermit and instead gain a Madman, a powerful one-shot card.
Contents |
FAQ
Official FAQ
- When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile.
- You do not have to trash a card and cannot trash Treasures.
- A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure.
- After trashing or not, you gain a card costing up to .
- The card you gain comes from the Supply and is put into your discard pile.
- Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play--normally, in Clean-up, after playing it in your Action phase--if you did not buy any cards this turn, you trash Hermit and gain a Madman.
- The Madman comes from the Madman pile, which is not in the Supply, and is put into your discard pile.
- It does not matter whether or not you gained cards other ways, only whether or not you bought a card.
- If there are no Madman cards left, you do not gain one.
- If Hermit is not discarded from play during Clean-up--for example, if you put it on your deck with Scheme (from Hinterlands)--then the ability that trashes it will not trigger.
Other Rules clarifications
Strategy Article
Since Dark Ages hasn't been around for very long, there isn't a community consensus on how to play Hermit.
In the early game, it can be used to trash Estates and Shelters and gain Silvers. In this role it might seem superficially similar to Jack of all Trades, but it is significantly weaker at this since it does not draw up to 5 cards - just plain Hermit-Big Money probably isn't that great. It can trash cards from your Discard pile, which makes it a tad better trasher, though.
At some point, you can forego your Buy for the turn to transform the Hermit into a Madman. This is sort of like a one-shot Tactician - you forego your buy in exchange for doubling your handsize on a future turn. You're not quite foregoing your whole turn because you did gain a card and lose a Hermit, but you're not quite doubling a future turn because playing a Madman starting from a normal 5-card hand will leave you with 8 cards and 2 actions, not as good as Tactician's 10 cards, 2 actions, 2 Buys. And since Hermit just looks at whether you bought anything, you can't do the equivalent of double Tactician.
If you use Hermit to gain a Hermit and buy nothing, then you've essentially spent your buy on a Madman. Not so bad.
Hermit may see extra use in games with Cursers. This will give the Hermit something useful to trash for much longer - and Hermit is pretty good at trashing Curses in a thick deck, since it can trash from the discard pile. It also might increase the value of Madman turns - it might be harder to reach or for important cards when you're being Sea Hagged all the time, but Madman will get you to your Goons or Forge or just Gold easily.
Hermit may be usable for mega-turns because of how Madman stacks. The first Madman you play in a turn gives you +4 Cards, the second would give you +7 Cards! Even with no other card draw, if you spend your Buys buying Hermits, Villages, Throne Rooms, or Bridges, you might be able to pull off a mega-turn when you get enough of those and a few Madmen.
If you have comments on whether these strategies are viable, or ideas for other Hermit strategies, please feel free to discuss it on the [forum.dominionstrategy.com forums!]
Synergies/Combos
Antisynergies
Trivia
Secret History