Lighthouse
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* You get an action and a {{Cost|}} this turn, but only a {{Cost|}} next turn. | * You get an action and a {{Cost|}} this turn, but only a {{Cost|}} next turn. | ||
* Attack cards played by other players don’t affect you, even if you want them to. | * Attack cards played by other players don’t affect you, even if you want them to. | ||
− | * You could reveal Secret Chamber in order to draw 2 cards and put 2 cards from your hand back on top of your deck when an Attack card is played, and you will still not suffer from the Attack card. | + | * You could reveal {{Card|Secret Chamber}} in order to draw 2 cards and put 2 cards from your hand back on top of your deck when an Attack card is played, and you will still not suffer from the Attack card. |
* You do still gain the benefits (like + Cards) of Attack cards you play on your turn. | * You do still gain the benefits (like + Cards) of Attack cards you play on your turn. | ||
* Lighthouse is discarded during the Clean-up phase of your next turn. | * Lighthouse is discarded during the Clean-up phase of your next turn. |
Revision as of 07:49, 23 May 2015
Lighthouse | |
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Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Seaside |
Illustrator(s) | Marcel-André Casasola Merkle |
Card text | |
+1 Action Now and at the start of your next turn: +. While this is in play, when another player plays an Attack card, it doesn’t affect you. |
Lighthouse is an Action-Duration card from Seaside. It gives + on the turn you play it and on the turn after you play it, and also, like Moat, protects you from Attacks. Since it gives a total of + spread between two turns, its buying power is almost as good as Silver, and so buying multiple Lighthouses to defend against Attacks is viable. Lighthouses can also be useful when you have a need to get from actions rather than Treasures.
Contents |
FAQ
Official FAQ
- You get an action and a this turn, but only a next turn.
- Attack cards played by other players don’t affect you, even if you want them to.
- You could reveal Secret Chamber in order to draw 2 cards and put 2 cards from your hand back on top of your deck when an Attack card is played, and you will still not suffer from the Attack card.
- You do still gain the benefits (like + Cards) of Attack cards you play on your turn.
- Lighthouse is discarded during the Clean-up phase of your next turn.
Other Rules clarifications
Strategy Article
There is no comprehensive strategy article written for Lighthouse.
Lighthouse is one of the stronger -cost cards. It is one of the best defenses against attacks, and is even valuable in some games without attacks.
Like Moat, Lighthouse grants immunity to attacks, a direct counter. However, differences in the other aspects of the card make Lighthouse a much more reliable defense. In order to be protected with a Moat, it must be drawn in your 5 card hand. With Lighthouse, you must have played it at any point in the previous turn. Thus, with good card draw or deck cycling, it is much more likely to find protection from Lighthouse. Additionally, since Lighthouse is non-terminal, it is much less likely to be a dead card during your turn than Moat.
The on-play benefit of Lighthouse offers spread over this turn and next turn. This is comparable to Silver, though often somewhat weaker, as Durations are more likely to miss reshuffles and generally on a single turn makes it easier to afford higher priced cards. However, the difference is small enough that with any strong Attack in the Kingdom, Lighthouse is almost always preferable to Silver, even in 2 player.
Lighthouse really shines in its ability to provide disappearing money: virtual coin through a non-terminal, non-drawing Action card. This makes it of particular use with engines based on Double Tactician or Minion, where its lack of card drawing is not a downside, or Draw-up-to-X cards like Library or Watchtower where its lack of card drawing is an asset. It can be a decent enabler for Conspirator, which incidentally also works well in some Minion and Double Tactician decks.
Lighthouse makes Remodel more attractive (even in the absence of attacks), as it provides a target for remodelling copper that increases buying power.
Lighthouse synergizes well with cards providing early +Buy; its low cost means that it is common to end up with much more coin than is needed to buy one, in a situation where buying a lighthouse might be a high priority. In engines that benefit from picking up many lighthouses, +Buy helps you to quickly accumulate many of them, or buy an extra one on top of a Province buy or a 5-cost card if drawing 7.
Unlike Moat, Lighthouse's protection from Attacks is not optional, even if you want to be hit by them (e.g. to have an opponent's Minion discard a hand of weak cards for you). This is at worst a minor drawback, though, since most of the time you don't want to be affected by Attacks.
Lighthouse is one of the better Bane cards for Young Witch, since it protects from the Attack whether in your hand or in play.
Synergies/Combos
- Opponent's strong attacks
- Minion
- Double Tactician
- Draw-up-to-X like Library, Watchtower
Antisynergies
- Weak or no attacks
- Terminal draw with no villages
Trivia
In other languages
- Chinese: 燈塔 (pron. dēngtǎ)
- Czech: Maják
- Dutch: Vuurtoren
- Finnish: Majakka
- French: Phare
- German: Leuchtturm
- Italian: Faro
- Japanese: 灯台 (pron. tōdai)
- Korean: 등대 (pron. deungdae)
- Spanish: Faro
Secret History