Editing Command variant

Jump to: navigation, search

Warning: You are not logged in.

Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[[Image:Band of Misfits.jpg|thumb|right|200px|[[Band of Misfits]], tells the player to play a card from the Supply.]]
+
[[Image:Band of Misfits.jpg|thumb|right|200px|[[Band of Misfits]], a command card.]]
  
 
A '''Command variant''' allows you to play a card not in your deck, for example a card in the [[Supply]]. Many are also [[Command]]s. Command variants provide extra flexibility and reliability to the deck: when you draw such a card, you get to choose from the effects of whichever other cards would be the most beneficial for you on this particular turn. Because of this flexibility, most Command variants restrict what you can play, such as by only playing cards from the Supply up to a certain cost. So if you need expensive cards, you'll have to buy them straight out. Emptying a Supply pile can severely weaken Command variants because there's one less card they can copy.
 
A '''Command variant''' allows you to play a card not in your deck, for example a card in the [[Supply]]. Many are also [[Command]]s. Command variants provide extra flexibility and reliability to the deck: when you draw such a card, you get to choose from the effects of whichever other cards would be the most beneficial for you on this particular turn. Because of this flexibility, most Command variants restrict what you can play, such as by only playing cards from the Supply up to a certain cost. So if you need expensive cards, you'll have to buy them straight out. Emptying a Supply pile can severely weaken Command variants because there's one less card they can copy.
Line 5: Line 5:
 
==List of Command variants==
 
==List of Command variants==
 
* {{Cost|5}}: {{Card|Band of Misfits}}—plays a card in the Supply costing less, normally up to {{cost|4}}
 
* {{Cost|5}}: {{Card|Band of Misfits}}—plays a card in the Supply costing less, normally up to {{cost|4}}
* {{Cost|8}}: {{Card|Prince}}—plays a set-aside card costing up to {{Cost|4}} that you first had to [[collision|collide]] with Prince, every turn for the rest of the game  
+
* {{Cost|8}}: {{Card|Prince}}—plays from a set-aside area a card which you first had to [[collision|collide]] with Prince costing up to {{Cost|4}} every turn for the rest of the game
* {{Split|7|2}}: {{Card|Estate|Estates}} under the influence of {{Event|Inheritance}}—plays a card costing up to {{Cost|4}} set aside from the supply when you bought {{Event|Inheritance}}
+
* {{Split|7|2}}: {{Event|Inheritance|Inherited}} {{Card|Estate|Estates}}—at one point, when you play an Estate, it plays a card costing up to {{Cost|4}} previously selected by you from the Supply with {{Event|Inheritance}}
 
* {{Debt|8}}: {{Card|Overlord}}—plays a card in the Supply costing up to {{cost|5}}
 
* {{Debt|8}}: {{Card|Overlord}}—plays a card in the Supply costing up to {{cost|5}}
 
* {{Cost|4}}: {{Card|Necromancer}}—plays a card in the [[trash]]
 
* {{Cost|4}}: {{Card|Necromancer}}—plays a card in the [[trash]]
 
* {{Cost|6}}: {{Card|Captain}}—plays two cards in the Supply costing up to {{cost|4}}
 
* {{Cost|6}}: {{Card|Captain}}—plays two cards in the Supply costing up to {{cost|4}}
  
{{Event|Way of the Mouse}}'s ability mechanically resembles a Command variant, in that its effect is to play a set-aside card, "leaving it there", but unlike a proper Command variant it does not allow the player to choose during the game what that card is.
+
An Action card played for {{Event|Way of the Mouse}}'s ability mechanically resembles a Command variant, in that its effect is to play a set-aside card, "leaving it there", but unlike a proper Command variant it does not allow the player to choose during the game what that card is.
 
+
The card {{card|Flagship}} is a Command card for mechanical reasons, but functionally it is a [[Throne Room variant]] rather than a Command variant.
+
  
 
==Tracking Rules==
 
==Tracking Rules==
Line 22: Line 20:
  
 
==Rules complications with Command variants==
 
==Rules complications with Command variants==
Early Command variants—{{Card|Band_of_Misfits|prior versions of Band of Misfits|oi=2}}, <span class="card-popup">[[Inheritance#Versions|Inheritance]]<span class="noprint">[[File:InheritanceOld2.jpg|320px|link=]]</span></span>, and {{Card|Overlord|oi=1}}—acted by actually changing the identity or abilities of the played card. Thus when you played a Band of Misfits, for example, it "became" a copy of whatever card it was ''playing as'' until it left play, and was counted as such for the purposes of such cards as {{card|Horn of Plenty}}. [[Donald X.]] had expressed dissatisfaction with this state of affairs because it involved "shapeshifting": two copies of the same card in different locations (e.g., a Band of Misfits in play and one in the trash, or an Estate in your deck and one in an opponent's deck) might have different names, types, and/or abilities. This led to the [[Dominion 2019 Errata and Rules Tweaks]] that altered these to work like the later Command variants.
+
Early Command variants—{{Card|Band_of_Misfits|prior versions of Band of Misfits|oi=2}}, <span class="card-popup">[[Inheritance#Versions|Inherited]]<span class="noprint">[[File:InheritanceOld2.jpg|320px|link=]]</span></span> Estates, and {{Card|Overlord|oi=1}}—acted by actually changing the identity or abilities of said card. Thus when you played a Band of Misfits, for example, it "became" a copy of whatever card it was playing until it left play, and was counted as such for the purposes of such cards as {{card|Horn of Plenty}}. [[Donald X.]] had expressed dissatisfaction with this state of affairs because it involved "shapeshifting": two copies of the same card in different locations (e.g., a Band of Misfits in play and one in the trash, or an Inherited Estate in your deck and one in an opponent's deck) might have different names and/or abilities. This led to the [[Dominion 2019 Errata and Rules Tweaks]] that altered these to work like the later Command variants.
  
 
The later Command variants ({{Card|Necromancer}} and {{Card|Captain}}) work in a different way: technically, instead of "becoming" the target card, they just cause the target card to be played without entering the play area (i.e., "leaving it there"). Certain of these cards are not allowed to play [[Duration]] cards, to avoid confusion caused by Duration cards being played with nothing left in play to track them. New tracking rules were added to allow some of these later-style Command variants to track Duration cards (either playing them or playing a card that plays them multiple times).
 
The later Command variants ({{Card|Necromancer}} and {{Card|Captain}}) work in a different way: technically, instead of "becoming" the target card, they just cause the target card to be played without entering the play area (i.e., "leaving it there"). Certain of these cards are not allowed to play [[Duration]] cards, to avoid confusion caused by Duration cards being played with nothing left in play to track them. New tracking rules were added to allow some of these later-style Command variants to track Duration cards (either playing them or playing a card that plays them multiple times).
  
Later Command variants are more effective at playing [[one-shot]]s than earlier ones: if you play an {{Card|Experiment}} with {{Card|Captain}} nothing returns to the [[Supply]], whereas {{Card|Band_of_Misfits|pre-errata versions of Band of Misfits|oi=2}} that played an {{Card|Experiment}} would. On the other hand, earlier Command variants were more effective with cards that have a [[Triggered effects#Discarding from play|"when you discard this from play"]] ability, like {{Card|Herbalist|oi=2|Herbalist (prior version)}}; with later Command variants, the played card is never put into play, so those abilities are never triggered. For these reasons, certain one-shots were given errata to have some of their effects contingent on trashing.
+
Later Command variants are more effective at playing [[one-shot]]s than earlier ones: if you play an {{Card|Experiment}} with {{Card|Captain}} nothing returns to the [[Supply]], whereas {{Card|Band_of_Misfits|pre-errata versions of Band of Misfits|oi=2}} that played an {{Card|Experiment}} would. On the other hand, earlier Command variants were more effective with cards that have a [[Triggered effects#Discarding from play|"when you discard this from play"]] ability, like {{Card|Herbalist|oi=2|Herbalist (prior version)}}; with later Command variants, the played card is never put into play those abilities are never triggered. For these reasons, certain one-shots were given errata to have some of their effects contingent on trashing.
  
 
The [[Command|Command type]] was added to certain cards ({{Card|Band of Misfits}}, {{Card|Overlord}}, {{Card|Captain}} itself, {{Card|Prince}} and {{Event|Inheritance}}) to prevent strange loops that could happen if they could (or were forced to) play each other.
 
The [[Command|Command type]] was added to certain cards ({{Card|Band of Misfits}}, {{Card|Overlord}}, {{Card|Captain}} itself, {{Card|Prince}} and {{Event|Inheritance}}) to prevent strange loops that could happen if they could (or were forced to) play each other.

Please note that all contributions to DominionStrategy Wiki are considered to be released under the Creative Commons Attribution Non-Commercial Share Alike (see DominionStrategy Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox