Margrave
m (Normalizing templates) |
|||
Line 14: | Line 14: | ||
=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == | ||
− | Margrave is a great card for Big Money decks. It combines the general speed of Smithy's card draw, the attack of Militia (almost), oh and it throws in a +buy just in case you need it. It's generally OK to over-invest in Margrave a little bit, especially if your opponent also buys them. You could certainly buy 3, maybe 4, where you'd only want 1 to 2 {{ | + | Margrave is a great card for Big Money decks. It combines the general speed of Smithy's card draw, the attack of Militia (almost), oh and it throws in a +buy just in case you need it. It's generally OK to over-invest in Margrave a little bit, especially if your opponent also buys them. You could certainly buy 3, maybe 4, where you'd only want 1 to 2 {{Card|Smithy|Smithies}}, as hitting with the attack becomes a bit more important than the chance of terminal collision. |
In engines, Margrave is a trickier beast. Generally the first Margrave will hurt the opponent, but repeated plays of the card can only help, especially if only 3 cards are needed to really kick off an engine. If Margrave is the only card draw, then you likely just have to realize the attack won't do much. But if you can find card draw elsewhere, adding just one or two Margraves for the buy and attack is likely the best move. | In engines, Margrave is a trickier beast. Generally the first Margrave will hurt the opponent, but repeated plays of the card can only help, especially if only 3 cards are needed to really kick off an engine. If Margrave is the only card draw, then you likely just have to realize the attack won't do much. But if you can find card draw elsewhere, adding just one or two Margraves for the buy and attack is likely the best move. | ||
Line 20: | Line 20: | ||
*Big Money | *Big Money | ||
*Opponents' Alchemists | *Opponents' Alchemists | ||
− | *{{ | + | *{{Card|Masquerade}} |
=== Antisynergies === | === Antisynergies === | ||
*Engines with other sources of card draw | *Engines with other sources of card draw |
Revision as of 03:22, 10 November 2012
Margrave | |
---|---|
Cost | |
Type | Action - Attack |
Set/Expansion | Hinterlands |
Illustrator | Joshua Stewart |
+3 Card +1 Buy Each other player draws a card, then discards down to 3 cards in hand. |
Margrave is an Action–Attack from Hinterlands. Margrave's attack generally hurts your opponents less than other discard attacks, and subsequent plays actually help them. However, +3 cards and +buy are very nice benefits for both Big Money and engines when played in moderation.
Contents |
FAQ
Official FAQ
You draw 3 cards and get +1 Buy. Each other player draws a card, then discard down to 3 cards in hand. Drawing a card is not optional for them. A player who has only 3 cards or fewer after drawing does not discard.
Other Rules clarifications
Strategy Article
Margrave is a great card for Big Money decks. It combines the general speed of Smithy's card draw, the attack of Militia (almost), oh and it throws in a +buy just in case you need it. It's generally OK to over-invest in Margrave a little bit, especially if your opponent also buys them. You could certainly buy 3, maybe 4, where you'd only want 1 to 2 Smithies, as hitting with the attack becomes a bit more important than the chance of terminal collision.
In engines, Margrave is a trickier beast. Generally the first Margrave will hurt the opponent, but repeated plays of the card can only help, especially if only 3 cards are needed to really kick off an engine. If Margrave is the only card draw, then you likely just have to realize the attack won't do much. But if you can find card draw elsewhere, adding just one or two Margraves for the buy and attack is likely the best move.
Synergies/Combos
- Big Money
- Opponents' Alchemists
- Masquerade
Antisynergies
- Engines with other sources of card draw
- Opponents' Tunnels
Trivia
Secret History