Cantrip

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[[Image:Pearl_Diver.jpg|thumb|right|200px|[[Pearl Diver]], a cantrip card.]]
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[[Image:Harbinger.jpg|thumb|right|200px|[[Harbinger]], a cantrip card.]]
  
'''Cantrip''' is the common slang term for any Dominion [[Action]] card which offers +1 Action and +1 Card. It is essentially self-replacing (not taking up space in your hand or taking up an action) and will usually offer some side benefit, such as the +{{Cost|1}} {{Card|Peddler}} offers or the additional +1 Action of {{Card|Village}}.
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'''Cantrip''' is the common colloquial term for any Dominion [[Action]] card which offers +1 Action and +1 Card. It is essentially self-replacing (not taking up space in your hand or taking up an action) and will usually offer some side benefit, such as the [[topdeck]]ing effect {{Card|Harbinger}} offers or the additional [[Favor]] of {{Card|Underling}}.
  
The name "cantrip" is a [http://mtgsalvation.gamepedia.com/Cantrip slang term] from the [http://en.wikipedia.org/wiki/Magic:_The_Gathering Magic: The Gathering] card game, where it describes a spell that draws a replacement spell on casting. Magic borrowed the term from [http://en.wikipedia.org/wiki/Dungeons_and_Dragons Dungeons and Dragons], which ultimately derived it from the misty depths of Scottish etymology.
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In the narrowest definition, a cantrip offers exactly +Card and +1 Action, and no extra amount of +Card, +Actions, or +{{Cost}}. In a broader sense, the term cantrips encompasses all those cards that also fall into another category, such as [[non-terminal draw]] (if the card draws more than one card), [[village (card category)|village]] (if it provides more than +1 Action), or [[Peddler variant]] (if it also offers +{{Cost}}).  
  
== Cantrips harming the deck ==
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== Strategy ==
 
In most cases, cantrips are seen as cards that cannot harm the deck, since you receive a benefit by playing them and doing so does not prevent or delay you from drawing other cards in your deck.  There are a few exceptions.
 
In most cases, cantrips are seen as cards that cannot harm the deck, since you receive a benefit by playing them and doing so does not prevent or delay you from drawing other cards in your deck.  There are a few exceptions.
  
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Cantrips may also be less useful with draw-up-to-X cards like {{Card|Library}}, {{Card|Watchtower}}, and {{Card|Jack of all Trades}}.  Although cantrips do not outright harm the deck in these cases, they under-perform other cards which do not draw cards (and which typically offer more benefits in compensation for the lack of draw).
 
Cantrips may also be less useful with draw-up-to-X cards like {{Card|Library}}, {{Card|Watchtower}}, and {{Card|Jack of all Trades}}.  Although cantrips do not outright harm the deck in these cases, they under-perform other cards which do not draw cards (and which typically offer more benefits in compensation for the lack of draw).
  
== Other Nicknames for Cantrips ==
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== List of Cantrip Cards ==
Some players refer to Cantrips as 'invisible' cards, based on them replacing themselves into your hand with no net negatives.
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Cards in ''italics'' have been [[removed]]. Cards with an asterisk (*) were added in the second edition.  
Donald X has referred to Cantrips as 'free' cards. [http://forum.dominionstrategy.com/index.php?topic=5130.msg129792#msg129792]
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== Disagreement over the definition ==
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* [[Base set]]: {{card|Harbinger}}*, {{card|Sentry}}*
Some players have differing views on exactly what cards the term "cantrip" encompasses. Some people require that a cantrip exactly replaces itself (i.e. always draws exactly 1 card), while others call cards which sometimes or always draw 2 or more cards (such as {{Card|Laboratory}}) a cantrip. Another point of contention is whether cards which can harm you directly, and/or decrease handsize when played—such as {{Card|Junk Dealer}}, whose trashing is not optional—are classed as cantrips.
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* [[Intrigue]]: {{card|Mill}}*, {{Card|Pawn}}
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* [[Alchemy]]: {{Card|Familiar}}
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* [[Hinterlands]]: {{Card|Highway}}, {{Card|Scheme}}, {{card|Trail}}*, {{card|Wheelwright}}*
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* [[Dark Ages]]: {{Card|Cartographer}}, {{Card|Market Square}}, {{Card|Sage}}, {{Card|Urchin}}, {{Card|Sir Bailey}}
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* [[Guilds]]: {{Card|Herald}}
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* [[Cornucopia and Guilds]]: {{card|Farrier}}
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* [[Adventures]]: {{Card|Page}}, {{Card|Ratcatcher}}, {{Card|Guide}}
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* [[Empires]]: {{Card|Settlers}}, {{Card|Groundskeeper}}
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* [[Nocturne]]: {{Card|Secret Cave}}, {{card|Pixie}}
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* [[Renaissance]]: {{card|Border Guard}}
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* {{Set|Menagerie}}: {{card|Sanctuary}}, {{card|Groom}}, {{Way|Way of the Pig}}
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* [[Allies]]: {{card|Town Crier}}, {{card|Blacksmith}}, {{card|Old Map}}, {{card|Underling}}, {{card|Innkeeper}}, {{card|Miller}}, {{card|Hill Fort}}, {{card|Sorcerer}}, {{card|Sorceress}}, {{card|Swap}}
  
== Examples of Cantrip Cards ==
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{{Card|Enchantress}} causes the first Action each other player plays on their turn to ''become'' a cantrip.
Cards in italics have been [[Removed cards|removed]].
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=== Simple cantrips ===
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Any [[Village (card category)|village]] that draws a card can be considered a cantrip. For a list of villages, see [[Village (card category)#List of villages|here]]. Any card that non-terminally draws multiple cards can be considered a cantrip. For a list of those cards, see [[Non-terminal draw#List of non-terminal draw cards|here]]. Any [[Peddler variant]] is also a cantrip, for a list, see [[Peddler variant#List of Peddler variants|here]]. Some can cards can act as non-terminal draw, as a village, or as a Peddler variant under specific circumstances, but act as a simple cantrip otherwise:
These cards typically provide +1 Card, +1 Action, and usually some other effect that does not mandatorily change handsize this turn.  
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* several [[villages]]:
 
** {{Card|Village}}
 
** {{Card|Mining Village}}
 
** {{Card|Bazaar}} (also a [[Peddler variant]])
 
** {{Card|Worker's Village}}
 
** {{Card|City}}—if no [[supply]] piles are empty
 
** {{Card|Hamlet}}
 
** {{Card|Farming Village}}—filters the deck top before drawing.
 
** {{Card|Walled Village}}
 
** {{Card|Border Village}}
 
** {{Card|Fortress}}
 
** {{Card|Wandering Minstrel}}
 
** {{Card|Bandit Camp}}
 
** {{Card|Plaza}} - has the option to decrease handsize for a [[Coin token]]
 
** {{Card|Port}}
 
** {{Card|Bustling Village}}
 
** {{card|Blessed Village}}
 
** {{card|Snowy Village}}
 
** {{Card|Hostelry}}
 
** {{Card|Village Green}}
 
** {{Card|Hunting Lodge}}
 
** {{card|Town}}—can be a cantrip village depending on player choice.
 
* several [[Peddler variant|Peddler variants]]
 
** {{card|Poacher}}
 
** {{Card|Market}}
 
** {{Card|Conspirator}}—is a cantrip if two other Actions are played before it.
 
** {{card|Mill}}—has the option to decrease handsize for +{{cost|}}
 
** {{Card|Treasury}}
 
** {{Card|Grand Market}}
 
** {{Card|Peddler}}
 
** {{Card|Tournament}}—can fail to draw a card if an opponent reveals a {{Card|Province}}.
 
** {{Card|Highway}}
 
** {{Card|Baker}}
 
** {{Card|Caravan Guard}}
 
** {{Card|Artificer}}
 
** {{Card|Settlers}}
 
** {{Card|Emporium}}
 
** {{Card|Chariot Race}}
 
** {{Card|Secret Cave}}
 
** {{Card|Fisherman}}
 
** {{card|Skirmisher}}
 
* {{card|Harbinger}}
 
 
* {{card|Merchant}}
 
* {{card|Merchant}}
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* {{Card|Ironmonger}}
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* {{Card|Wishing Well}}
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* {{card|Sea Chart}}
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* {{Card|Apothecary}}
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* {{Card|Scrying Pool}}
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* {{Card|Menagerie}}
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* {{Card|Vagrant}}
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* {{Card|Magpie}}
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* {{Card|Storyteller}}
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* {{card|Patrician}}
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* {{card|Will-o'-Wisp}}
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* {{card|Seer}}
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* {{card|Battle Plan}}
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* {{card|Cabin Boy}}
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* {{Card|Sauna}}
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{{card|Archive}} and {{Card|Caravan}} are non-terminal draw cards for which part of the draw is delayed, making them act as a cantrip on the turn they are played.
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=== Removed cards ===
 
* ''{{Card|Spy}}''
 
* ''{{Card|Spy}}''
* {{card|Sentry}}
 
* {{Card|Pawn}}—can be a cantrip depending on player choice.
 
 
* ''{{Card|Great Hall}}''
 
* ''{{Card|Great Hall}}''
* {{Card|Pearl Diver}}
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* ''{{Card|Pearl Diver}}''
* {{Card|Caravan}}
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* {{Card|Familiar}}
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=== Fringe cases ===
* {{Card|Scheme}}
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* {{Card|Cartographer}}
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* {{Card|Market Square}}
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* {{Card|Sage}}—filters the deck top before drawing.
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* {{Card|Urchin}}
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* {{Card|Ironmonger}} - can act as a [[Villages|Village]], a [[Laboratory variant]], or a [[Peddler variant]] depending on which card is revealed.
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* {{Card|Sir Bailey}}
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* {{Card|Herald}} - arguably can be considered either a [[Villages|Village]] or a {{Card|Laboratory}} variant.
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* {{Card|Page}}
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* {{Card|Ratcatcher}}
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* {{Card|Guide}}
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* {{card|Archive}} —allows you to choose which card out of 3 to draw now
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* {{Card|Groundskeeper}}
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* {{card|Pixie}}
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* {{card|Border Guard}}—[[sifter|sift]]s before drawing
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* {{card|Sanctuary}}
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* {{card|Town Crier}}—can be a cantrip depending on player choice.
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* {{card|Blacksmith}}—can be a cantrip depending on player choice.
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* {{card|Old Map}}
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* {{card|Underling}}
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* {{card|Innkeeper}}
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* {{card|Miller}}—[[sifter|sift]]s before drawing
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* {{card|Hill Fort}}
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* {{card|Sorcerer}}
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* {{card|Sorceress}}
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* {{card|Swap}}
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* {{Card|Sauna}} - can act like a [[Villages|Village]] if chained back and forth with {{Card|Avanto}}
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{{Card|Enchantress}} causes the first Action each other player plays on their turn to ''become'' a cantrip, and {{Way|Way of the Pig}} gives players the option to make any Action card into a cantrip
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==== Fringe cases ====
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* {{Card|Vassal}} can act like a cantrip if the top card of your deck is a non-terminal Action.
 
* {{Card|Vassal}} can act like a cantrip if the top card of your deck is a non-terminal Action.
 
* {{Card|Ironworks}} becomes a cantrip if it is used to gain an Action–[[Victory]] card.
 
* {{Card|Ironworks}} becomes a cantrip if it is used to gain an Action–[[Victory]] card.
 
* {{Card|Mystic}} is a cantrip if you can guess what card is on top of your deck.
 
* {{Card|Mystic}} is a cantrip if you can guess what card is on top of your deck.
 
* {{Card|Spice Merchant}} is a [[trasher|Copper trasher]] with a net effect resembling a cantrip: ''after'' you trash a [[card|Copper]] from your hand, it can give you +''2'' Cards and +1 Action, leaving you with the same handsize and action count you had before you played it.
 
* {{Card|Spice Merchant}} is a [[trasher|Copper trasher]] with a net effect resembling a cantrip: ''after'' you trash a [[card|Copper]] from your hand, it can give you +''2'' Cards and +1 Action, leaving you with the same handsize and action count you had before you played it.
* {{Card|Forum}}, {{Card|Fugitive}}, and {{Card|Secret Passage}} draw more than 1 card, but maintain handsize.
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* {{Card|Forum}}, {{Card|Fugitive}}, and {{Card|Secret Passage}} draw more than 1 card, but maintain handsize. The same also applies to {{Card|Tide Pools}} if its entire effect over both turns is considered.  
 
* {{Card|Raze}} acts as a [[sifter|sifting]] cantrip if you trash a card costing more than {{Cost|0}}.
 
* {{Card|Raze}} acts as a [[sifter|sifting]] cantrip if you trash a card costing more than {{Cost|0}}.
* {{Card|Mountain Village}} is a cantrip if the discard pile is empty. If there are cards in the discard pile, Mountain Village resembles a cantrip in that it doesn't reduce your handsize, but unlike a typical cantrip it doesn't help you cycle your deck.
 
 
* {{Card|Goatherd}} is a cantrip if the player to your right trashed at least one card during their previous turn.
 
* {{Card|Goatherd}} is a cantrip if the player to your right trashed at least one card during their previous turn.
* {{card|Groom}} is a cantrip if used to gain a Victory card.
 
 
* {{card|Royal Galley}} draws and doesn't give +Action, but does itself play an Action from your hand.
 
* {{card|Royal Galley}} draws and doesn't give +Action, but does itself play an Action from your hand.
  
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* {{card|Modify}}—can be a cantrip depending on player choice.
 
* {{card|Modify}}—can be a cantrip depending on player choice.
  
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==Gallery==
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===Simple cantrips===
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{{CardImage|Blacksmith}}{{CardImage|Border Guard}}{{CardImage|Cartographer}}{{CardImage|Familiar}}{{CardImage|Groom}}{{CardImage|Groundskeeper}}{{CardImage|Guide}}{{CardImage|Harbinger}}{{CardImage|Herald}}{{CardImage|Highway}}{{CardImage|Hill Fort}}{{CardImage|Innkeeper}}{{CardImage|Market Square}}{{CardImage|Mill}}{{CardImage|Miller}}{{CardImage|Old Map}}{{CardImage|Page}}{{CardImage|Pawn}}{{CardImage|Pixie}}{{CardImage|Ratcatcher}}{{CardImage|Sage}}{{CardImage|Sanctuary}}{{CardImage|Scheme}}{{CardImage|Secret Cave}}{{CardImage|Sentry}}{{CardImage|Settlers}}{{CardImage|Sir Bailey}}{{CardImage|Sorcerer}}{{CardImage|Sorceress}}{{CardImage|Swap}}{{CardImage|Town Crier}}{{CardImage|Trail}}{{CardImage|Underling}}{{CardImage|Urchin}}{{CardImage|Wheelwright}}{{LandscapeImage|Way of the Pig}}
  
=== Lab variants ===
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===Can act as village, non-terminal draw, or peddler sometimes===
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{{CardImage|Apothecary}}{{CardImage|Archive}}{{CardImage|Battle Plan}}{{CardImage|Caravan}}{{CardImage|Ironmonger}}{{CardImage|Magpie}}{{CardImage|Menagerie}}{{CardImage|Merchant}}{{CardImage|Patrician}}{{CardImage|Sauna}}{{CardImage|Scrying Pool}}{{CardImage|Sea Chart}}{{CardImage|Seer}}{{CardImage|Storyteller}}{{CardImage|Vagrant}}{{CardImage|Will-o'-Wisp}}{{CardImage|Wishing Well}}
  
These cards can increase net handsize, on top of their cantrip effect; i.e., they provide [[non-terminal draw]]. (Fringe and optional cases are omitted.)
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===Handsize decreasing cantrips===
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{{CardImage|Haven}}{{CardImage|Junk Dealer}}{{CardImage|Modify}}{{CardImage|Oasis}}{{CardImage|Rats}}{{CardImage|Upgrade}}
  
* {{Card|Laboratory}}
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===Removed===
* {{Card|Wishing Well}}
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{{CardImage|Great Hall}}{{CardImage|Pearl Diver}}{{CardImage|Spy}}
* {{Card|Apothecary}}  
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* {{Card|Scrying Pool}} - allows filtering of the deck top before drawing.
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* {{Card|Alchemist}}
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* {{Card|Menagerie}}
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* {{Card|Hunting Party}}
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* {{Card|Stables}} - requires the discard of a [[Treasure]] before drawing
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* {{Card|Vagrant}}
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* {{Card|Advisor}}
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* {{Card|Magpie}} - only draws Treasures for the second card
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* {{Card|Lost City}} - also a village
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* {{Card|Storyteller}} - requires the playing of Treasures or [[virtual coin]] to draw more than one card
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* {{Card|Encampment}}
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* {{card|Patrician}}
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* {{card|Will-o'-Wisp}}
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* {{Card|Experiment}}
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* {{card|Seer}}
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* {{Card|Destrier}}
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* {{Card|Horse}}
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* {{Way|Way of the Horse}}
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* {{card|Battle Plan}}
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=== Buy-neutral Events ===
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==Trivia==
Some Events, such as {{Event|Borrow}} and {{Event|Scouting Party}}, are sort of "buy cantrips" in that they don't cost a Buy to buy. This makes them sort of an analogue to cantrips; where cantrips are Action-neutral, these are Buy-neutral.
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The name "cantrip" is a [http://mtgsalvation.gamepedia.com/Cantrip slang term] from the [http://en.wikipedia.org/wiki/Magic:_The_Gathering Magic: The Gathering] card game, where it describes a spell that draws a replacement spell on casting. Magic borrowed the term from [http://en.wikipedia.org/wiki/Dungeons_and_Dragons Dungeons and Dragons], which ultimately derived it from the misty depths of Scottish etymology.
 +
 
 +
Some players refer to Cantrips as 'invisible' cards, based on them replacing themselves into your hand with no net negatives.
 +
Donald X has referred to Cantrips as 'free' cards. [http://forum.dominionstrategy.com/index.php?topic=5130.msg129792#msg129792]
  
 
{{Navbox card categories}}
 
{{Navbox card categories}}
 
[[Category:Terminality]]
 
[[Category:Terminality]]

Latest revision as of 20:01, 20 February 2024

Harbinger, a cantrip card.

Cantrip is the common colloquial term for any Dominion Action card which offers +1 Action and +1 Card. It is essentially self-replacing (not taking up space in your hand or taking up an action) and will usually offer some side benefit, such as the topdecking effect HarbingerHarbinger.jpg offers or the additional Favor of UnderlingUnderling.jpg.

In the narrowest definition, a cantrip offers exactly +Card and +1 Action, and no extra amount of +Card, +Actions, or +$. In a broader sense, the term cantrips encompasses all those cards that also fall into another category, such as non-terminal draw (if the card draws more than one card), village (if it provides more than +1 Action), or Peddler variant (if it also offers +$).

Contents

[edit] Strategy

In most cases, cantrips are seen as cards that cannot harm the deck, since you receive a benefit by playing them and doing so does not prevent or delay you from drawing other cards in your deck. There are a few exceptions.

Discard attacks like MilitiaMilitia.jpg or GoonsGoons.jpg which require the player to make a choice of which cards to discard are more powerful against hands containing a few cantrips. This is because the player discarding does not know which cards are going to be drawn by the cantrips, so the chance of making a sub-optimal choice is greater.

Similarly, although cantrips don't "take up space" in your deck on your turn since you can draw right past them, there may be cards you want to have in your hand between turns—Reactions to protect you from an opponent's Attack, ProvinceProvince.jpg to block an opponent's TournamentTournament.jpg, etc. Filling your deck with cantrips will make it less likely that you have in hand the card you need when it's not your turn. (Cards other than cantrips have this property as well, of course; but it's easier to lose sight of the fact with cantrips since they don't have this property on your turn.)

Like any other Action card, a cantrip can be drawn dead—i.e., drawn by a terminal Action card without sufficient +Actions to be able to play the cantrip after you draw it—and thus can harm a Big Money deck that depends on terminal draw without villages.

Cantrips may also be less useful with draw-up-to-X cards like LibraryLibrary.jpg, WatchtowerWatchtower.jpg, and Jack of all TradesJack of All Trades.jpg. Although cantrips do not outright harm the deck in these cases, they under-perform other cards which do not draw cards (and which typically offer more benefits in compensation for the lack of draw).

[edit] List of Cantrip Cards

Cards in italics have been removed. Cards with an asterisk (*) were added in the second edition.

EnchantressEnchantress.jpg causes the first Action each other player plays on their turn to become a cantrip.

Any village that draws a card can be considered a cantrip. For a list of villages, see here. Any card that non-terminally draws multiple cards can be considered a cantrip. For a list of those cards, see here. Any Peddler variant is also a cantrip, for a list, see here. Some can cards can act as non-terminal draw, as a village, or as a Peddler variant under specific circumstances, but act as a simple cantrip otherwise:

ArchiveArchive.jpg and CaravanCaravan.jpg are non-terminal draw cards for which part of the draw is delayed, making them act as a cantrip on the turn they are played.

[edit] Removed cards

[edit] Fringe cases

  • VassalVassal.jpg can act like a cantrip if the top card of your deck is a non-terminal Action.
  • IronworksIronworks.jpg becomes a cantrip if it is used to gain an Action–Victory card.
  • MysticMystic.jpg is a cantrip if you can guess what card is on top of your deck.
  • Spice MerchantSpice Merchant.jpg is a Copper trasher with a net effect resembling a cantrip: after you trash a Copper from your hand, it can give you +2 Cards and +1 Action, leaving you with the same handsize and action count you had before you played it.
  • ForumForum.jpg, FugitiveFugitive.jpg, and Secret PassageSecret Passage.jpg draw more than 1 card, but maintain handsize. The same also applies to Tide PoolsTide Pools.jpg if its entire effect over both turns is considered.
  • RazeRaze.jpg acts as a sifting cantrip if you trash a card costing more than $0.
  • GoatherdGoatherd.jpg is a cantrip if the player to your right trashed at least one card during their previous turn.
  • Royal GalleyRoyal Galley.jpg draws and doesn't give +Action, but does itself play an Action from your hand.

[edit] Handsize-decreasing cantrips

These cards provide +1 Card, +1 Action, but mandatorily decrease handsize by trashing, discarding, or setting aside a card from the hand.

[edit] Gallery

[edit] Simple cantrips

Blacksmith.jpgBorder Guard.jpgCartographer.jpgFamiliar.jpgGroom.jpgGroundskeeper.jpgGuide.jpgHarbinger.jpgHerald.jpgHighway.jpgHill Fort.jpgInnkeeper.jpgMarket Square.jpgMill.jpgMiller.jpgOld Map.jpgPage.jpgPawn.jpgPixie.jpgRatcatcher.jpgSage.jpgSanctuary.jpgScheme.jpgSecret Cave.jpgSentry.jpgSettlers.jpgSir Bailey.jpgSorcerer.jpgSorceress.jpgSwap.jpgTown Crier.jpgTrail.jpgUnderling.jpgUrchin.jpgWheelwright.jpgWay of the Pig.jpg

[edit] Can act as village, non-terminal draw, or peddler sometimes

Apothecary.jpgArchive.jpgBattle Plan.jpgCaravan.jpgIronmonger.jpgMagpie.jpgMenagerie.jpgMerchant.jpgPatrician.jpgSauna.jpgScrying Pool.jpgSea Chart.jpgSeer.jpgStoryteller.jpgVagrant.jpgWill-o'-Wisp.jpgWishing Well.jpg

[edit] Handsize decreasing cantrips

Haven.jpgJunk Dealer.jpgModify.jpgOasis.jpgRats.jpgUpgrade.jpg

[edit] Removed

Great Hall.jpgPearl Diver.jpgSpy.jpg

[edit] Trivia

The name "cantrip" is a slang term from the Magic: The Gathering card game, where it describes a spell that draws a replacement spell on casting. Magic borrowed the term from Dungeons and Dragons, which ultimately derived it from the misty depths of Scottish etymology.

Some players refer to Cantrips as 'invisible' cards, based on them replacing themselves into your hand with no net negatives. Donald X has referred to Cantrips as 'free' cards. [1]


Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
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