Armory
From DominionStrategy Wiki
Armory | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Marcel-André Casasola Merkle |
Card text | |
Gain a card costing up to , putting it on top of your deck. |
Armory is an Action from Dark Ages. It is a gainer like Workshop and Ironworks, with the additional gimmick that the card it gains goes straight on top of your deck!
Contents |
FAQ
Official FAQ
- The card you gain comes from the Supply and is put on top of your deck.
Other Rules clarifications
Strategy Article
Though Dark Ages is still new, and there hasn't been much discussion of Armory on the forum, Armory can be understood by comparing it to Workshop and Ironworks, cards with a similar gaining mechanic.
Like those two gainers, Armory is good for picking up cheap engine components like Villages and Smithies. It is good with Alt-VP rushes like Gardens, Silk Road, and Vineyards—though it is a little weaker for gaining the Victory cards themselves, since you ordinarily don't want those top-decked. However, its top-decking can be used in far more abusive ways.
- If you play Armory, gaining an Armory, it goes directly on top of your deck - guaranteeing an Armory play on the next turn.
- If you Throne Room, Procession, or King's Court an Armory, you can set up a guaranteed combo on top of your deck. If you're just trying to increase your deck size, you can just put a new Throne Room and Armory right back on top; or, you can put a Village/Smithy combo on top or two Treasure Maps, or Procession and Fortress, etc.
Synergies/Combos
- Alt-VP: Gardens, Silk Road, Vineyards.
- Engines with sub- components
- Throne Room, Procession, and King's Court
- Highway
Antisynergies
Trivia
Secret History
The lone survivor (here) from the failed small expansion with a top-of-your-deck theme. It's a straightforward card that never changed.