(→top: added improve template)
|Line 17:||Line 17:|
== Strategy ==
== Strategy ==
, as of the
== Versions ==
== Versions ==
Revision as of 16:09, 5 March 2021
|This page is awaiting large-scale edits by the community to meet quality and format standards. The information on this page may be outdated. Join the #wiki-meta channel on the Dominion Discord server to participate.|
|At the start of your turn, trash a card from your hand.|
Cathedral is a Project from Renaissance. It forces you to trash a card from your hand at the start of every turn. Since the trashing is mandatory, +Buy, junkers, and gainers can help you gain cards to feed it.
- Once you have claimed this ability, it is not optional.
- There is no way to remove your cube.
Cathedral is usually best bought on Turn 1 rather than Turn 2 or later. This allows you to trash an Estate immediately on Turn 2 before re-shuffling your deck for the first time. The more immediate payoff gives Cathedral a leg up over other trashers that only begin to take effect on Turn 3 or later.
Because Cathedral is a project, its effect applies every turn which makes it much faster at trashing than similar cards like Ratcatcher which can only trash a card at most once per shuffle rather than once per turn. And as it is not a card, Cathedral avoids the drawback of other cards like Chapel and Moneylender of becoming a useless card in the deck once trashing is complete.
Cathedral is not optional, so you may be forced to trash valuable cards on turns in which you drew no junk in your starting hand. While undesired trashing often occurs at least once or twice per game with Cathedral, players often over-estimate the risk upon first impression of Cathedral. A deck so clean of junk that it is regularly drawing no cards worth trashing is already well on its way to winning. Cathedral's value in getting your deck to that state tends to vastly outweigh the more visible but ultimately less significant harm of forcing you to trash a few useful cards late in the game.
Cathedral does have one strong anti-synergy in the form of hand-size reduction attacks. Cards like Militia, Ghost Ship, Legionary, and Catapult will force you to play with a 3-card starting hand, from which you will still be expected to trash a card to Cathedral. Playing out a full turn from the resulting 2-card hand will often be difficult, and trashers that might otherwise be slower than Cathedral may become more desirable in the presence of such attacks. But in the absence of alternative options for trashing, Cathedral can still be worth buying even in these contexts ([Example Game](https://www.youtube.com/watch?v=bpD9BeJUQUg)).
Cathedral synergizes with duration draw cards like Wharf, Enchantress, and Hireling. These cards increase your starting hand size, which gives a wider selection of cards to trash and reduces the likelihood of being forced to trash a valuable card. Cathedral also synergizes with cards that allow you to topdeck cards for the following turn, such as Courtyard and Artisan, allowing you to guarantee there is always a card worth trashing on top.
|At the start of your turn, trash a card from your hand.||November 2018|
Other language versions