Crypt
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 The information on this page may be outdated.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-general channel on the Dominion Discord server to participate. |
Crypt | |
---|---|
Info | |
Cost | |
Type(s) | Night - Duration |
Kingdom card? | Yes |
Set | Nocturne |
Illustrator(s) | Lynell Ingram |
Card text | |
Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand. |
Crypt is a Night-Duration card from Nocturne. It functions as duration draw, adding a Treasure to your hand every turn, from a stack of Treasures placed under it when it was played.
Contents |
FAQ
Official FAQ
- For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play.
- The Treasures are facedown; you can look at them at any time, but other players may not.
Other rules clarifications
Strategy
Crypt is strongest when 3 conditions are met:
1. Weak Copper trashing
2. Strong Estate trashing
3. Draw, especially one-time draw
Crypt stashes away Coppers, but only temporarily, so it is still out-classed by top-tier trashers like Donate, Chapel, and Sentry.
The strength of Crypt varies largely depending on how many Coppers you are able to line up with the Crypt. Crypt benefits from increasing marginal returns for each additional copper set aside: the 1st Copper set aside stays out of play for 1 turn, the 2nd Copper stays out of play for 2 turns, and so on.
For this reason, Crypt benefits strongly from appropriate set-up. Trashing Estates allows you to line Crypt up with your treasures more reliably, and draw cards increase your hand size so that you can see more total treasures on the same turn as Crypt. One-time draw cards like Madman or Sinister Plot are especially valuable here, as they can be activated to give you one turn of massive draw to set aside all Coppers at once.
Because Crypt's strength hinges so strongly on the ability to set it up properly, it is almost never advisable to buy on Turn 1 or Turn 2. The risk that you set aside only 1-2 Coppers and gain little benefit from it is too high in those cases.
For setting aside Coppers, the correct play is generally to set aside all of them, but for treasures other than copper, whether to set the treasure aside will be less clear. If you have 5 Silvers in play and set them all aside, you will cause many of those Silvers to stay out of play for multiple turns, which may undercut your deck's payload on future turns.
Two rules of thumb:
1. Do not set aside a number of cards identical to the amount remaining on any other Crypt.
2. Set aside every card you are OK with not seeing on the following turn, plus one card.
If two Crypts have the same number of cards set aside on them, they will be discarded from play on the same turn. Having two Crypts in the deck at the same time is generally worse than having one. You will usually want to set aside all treasures on a single Crypt, leaving the other one to be wasted space. Staggering the number of cards set aside on each Crypt helps to avoid this scenario.
As a corollary point, it is almost never advisable to buy a new Crypt on the same turn that one of your previous Crypts will be exiting play as they will both be in your deck on the following turn.
It is possible to set too many cards aside with Crypt and leave yourself with too little payload for the following turn. Decide how many treasures you want to remain in your deck for the following turn and leave a few as necessary. You can count one card from the Crypt toward that number as one of the Crypt cards will re-enter your deck immediately on the following turn.
For example, suppose you have drawn your deck and are deciding how many of 6 Coppers and 5 Silvers to set aside, and that your goal is to buy 1 Province on the following turn, so you need to remain in your deck. The best play will be to set aside 6 Coppers and 2 Silvers. This leaves 3 Silvers () in your deck, and you will be able to take 1 Silver back off of Crypt, bringing the total to . Remember to count treasures that may be re-entering play from other Crypts.
Lastly, Crypt has a strong synergy with Capital. Capital gives up front for
the following turn, but the point at which you incur the debt is when Capital is discarded from play. If you set aside Capital with Crypt at the end of the turn, it is never discarded from play and you never take any debt.Synergies
Antisynergies
Versions
English versions
Other language versions
Trivia
Preview
Secret History