Clerk
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Clerk | |
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Info | |
Cost | |
Type(s) | Action - Reaction - Attack |
Kingdom card? | Yes |
Set | Prosperity |
Illustrator(s) | Harald Lieske |
Card text | |
+ Each other player with 5 or more cards in hand puts one onto their deck. At the start of your turn, you may play this from your hand. |
Clerk is an Action-Reaction-Attack card from the second edition of Prosperity. It is a handsize attack that causes opponents to return a card to their deck instead of discarding it, thus slowing down their cycling. It is a terminal silver, but can be played without using up an Action if it happens to be in your hand at the start of your turn.
Contents |
FAQ
Official FAQ
- A player with no cards in their deck will have the card they put on top become the only card in their deck.
- At the start of your turn, you may play any number of Clerk cards from your hand, one at a time, without using up your regular Action play.
Other Rules clarifications
- You may use Clerk's self-playing start-of-turn ability before, between, or after other start-of-turn effects. For instance, if you draw Clerk due to the effect of Den of Sin, it's not too late to use Clerk's Reaction ability.
Strategy
Versions
English versions
Other language versions
Trivia
Preview
Trade Route is simply a very weak trasher. It also requires coin tokens, which the set would rather not include (or, would like to do a lot with, but it also had VP tokens).
I'd already covered replacing the trashing part; Clerk covers being another interactive card. It's the one-card Ghost Ship; it somehow ended up here instead of in Seaside. It hurts a lot less than Ghost Ship but still hurts plenty.Secret History
Long ago, Prosperity had a card called Bureaucrat: +, each other player puts a card from their hand onto their deck. It's broken because you can play five of them and lock them out of the game. I fixed that by having you also gain Silvers with it, and it's in the main set, though the story is a little more complex than that (see other secret histories okay). Now Prosperity gets it back, this time with a perk that lets you play it sometimes without spending an Action on it. The hand size check of course solves the lock-out problem. Seaside was losing Ghost Ship; here is the new one. Hopefully not the new most hated attack ever.