Cultist
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{{Infobox Card | {{Infobox Card | ||
|name = Cultist | |name = Cultist | ||
+ | |cost = 5 | ||
|type1 = Action | |type1 = Action | ||
|type2 = Attack | |type2 = Attack | ||
|type3 = Looter | |type3 = Looter | ||
|illustrator = Jason Slavin | |illustrator = Jason Slavin | ||
− | |text = +2 Cards<br | + | |text = '''+2 Cards'''<br>Each other player gains a Ruins. You may play a Cultist from your hand. |
− | |text2 = When you trash this, +3 Cards. | + | |text2 = When you trash this, '''+3 Cards'''. |
}} | }} | ||
− | '''Cultist''' is an [[Action]] | + | '''Cultist''' is an [[Action]]-[[Attack]]-[[Looter]] from [[Dark Ages]]. It is similar to {{Card|Witch}}, except that it distributes [[Ruins]] instead of {{Card|Curse|Curses}}. Since distributing Ruins is a weaker attack than Cursing, Cultist has two extra bonuses to make it balanced at the {{Cost|5}} cost: multiple Cultists can chain into each other without needing +Actions to do so; and when a Cultist is trashed it gives a +Cards bonus. Whether or not these bonuses make Cultist overall ''stronger'' than Witch is a topic of much debate. |
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
− | * When you play this, you draw two cards, then each other player gains a Ruins | + | * When you play this, you draw two cards, then each other player gains a Ruins. |
* Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. | * Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. | ||
* If the Ruins pile runs out, players stop gaining them at that point. | * If the Ruins pile runs out, players stop gaining them at that point. | ||
− | * After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. | + | * After giving out Ruins, you may play another Cultist from your hand. |
− | * Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress | + | * It can be one you just drew from playing Cultist, or one you already had in your hand. |
− | * When you trash a Cultist | + | * Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like {{Card|Fortress}} - the original Cultist uses up one Action and that is it. |
− | * If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded. | + | * When you trash a Cultist, you draw three cards. |
+ | * This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. | ||
+ | * If you trash a Cultist while revealing cards, such as to a [[Knight]] attack, you do not draw the revealed cards that are about to be discarded. | ||
=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == | ||
− | There | + | There is no strategy article yet for Cultist. Feel free to add your thoughts! |
− | It's got an obvious comparison to {{Card|Witch}}, since it gives +2 Cards and gives out [[Ruins]]. But Ruins aren't as bad as {{Card|Curse|Curses}} - they don't give negative points, and they give minor benefits. Cultist chains into itself and can be played as a {{Card|Laboratory}} if your only other actions are Cultists, which is pretty nice. Cultist shines over Witch if multiple Cultists are bought early. You can't draw a Cultist dead, and a large amount of | + | It's got an obvious comparison to {{Card|Witch}}, since it gives +2 Cards and gives out [[Ruins]]. But Ruins aren't as bad as {{Card|Curse|Curses}} - they don't give negative points, and they give minor benefits. Cultist chains into itself and can be played as a {{Card|Laboratory}} if your only other actions are Cultists, which is pretty nice. Cultist shines over Witch if multiple Cultists are bought early. You can't draw a Cultist dead, and a large amount of Ruins given to your opponents in a short amount of time may make it very difficult for them to recover. |
Cultist tends to empty the Ruins pile extremely quickly. As a result, buying Cultists for yourself is often not an effective defense against opponents' Cultists unless you can do so on the same shuffle. If you have already started taking on Ruins then your newly-bought Cultist will probably be a dead card by the time you can play it, as there will be no more Ruins to distribute. | Cultist tends to empty the Ruins pile extremely quickly. As a result, buying Cultists for yourself is often not an effective defense against opponents' Cultists unless you can do so on the same shuffle. If you have already started taking on Ruins then your newly-bought Cultist will probably be a dead card by the time you can play it, as there will be no more Ruins to distribute. | ||
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* Itself | * Itself | ||
* [[trash for benefit]] | * [[trash for benefit]] | ||
+ | ** {{Card|Remodel}} - After using up the Ruins pile, you can Remodel Cultists for Gold, and get the trash ability | ||
+ | ** {{Card|Graverobber}} can trash a Cultist for +3 Cards and a province, then get the Cultist back later. | ||
* {{Card|Procession}} is a great fit. Procession a Cultist to get +7 cards, gain a {{Cost|6}}-cost Action, and play more Cultists. | * {{Card|Procession}} is a great fit. Procession a Cultist to get +7 cards, gain a {{Cost|6}}-cost Action, and play more Cultists. | ||
+ | * {{Event|Ferry}} - Makes Cultists extremely cheap at {{Cost|3}}, giving a huge advantage to the player that goes first, even if opponents also try the same strategy. | ||
+ | * {{Card|Lurker}} - Trash Cultists from the supply for +3 Cards, +1 Action, and get the option to gain Cultists from the trash later on! | ||
=== Antisynergies === | === Antisynergies === | ||
− | * {{Card|Death Cart}}, {{Card|Scrying Pool}}, {{Card|Gardens}}, {{Card|Vineyard}}, and {{Card|Fairgrounds}} all benefit from Ruins. The benefit is particularly strong for Vineyards. | + | * {{Card|Death Cart}}, {{Card|Scrying Pool}}, {{Card|City Quarter}}, {{Card|Gardens}}, {{Card|Vineyard}}, and {{Card|Fairgrounds}} all benefit from Ruins. The benefit is particularly strong for Vineyards. |
+ | * {{Way|Way of the Horse}} converts every Ruin into a {{Card|Horse}}, giving your opponent draw as good as a Cultist while removing the Ruin. And since it's returned, you'll keep giving out pseudo-Horses all game. | ||
+ | |||
+ | == Versions == | ||
+ | ===English versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Print !! Digital !! Text !! Release !! Date | ||
+ | |- | ||
+ | | {{CardVersionImage|CultistOld|Cultist}} || {{CardVersionImage|CultistDigitalOld|Cultist from Goko/Making Fun}} || '''+2 Cards'''. Each other player gains a Ruins. You may play a Cultist from your hand.<br>When you trash this, +3 Cards. || Dark Ages 1st Edition || August 2012 | ||
+ | |- | ||
+ | | {{CardVersionImage|Cultist|Cultist}} || {{CardVersionImage|CultistDigital|Cultist from Shuffle iT}} || '''+2 Cards'''. Each other player gains a Ruins. You may play a Cultist from your hand.<br>When you trash this, '''+3 Cards'''. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 | ||
+ | |} | ||
+ | ===Other language versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Language !! Name !! Print !! Digital !! Text !! Notes | ||
+ | |- | ||
+ | !Czech | ||
+ | | Vyznavač (lit. ''worshipper'') || {{CardLangVersionImage|Czech}} || || || | ||
+ | |- | ||
+ | !Dutch | ||
+ | | Cultist || || || || | ||
+ | |- | ||
+ | !Finnish | ||
+ | | Okkultisti (lit. ''occultist'') || || || || | ||
+ | |- | ||
+ | !French | ||
+ | | Cultiste || || || || | ||
+ | |- | ||
+ | !German | ||
+ | | Kultist ||{{CardLangVersionImage|German}}|| || '''+2 Karten'''<br>Jeder Mitspieler muss sich eine<br>Ruinen-Karte nehmen. Du darfst<br>einen weiteren Kultisten aus deiner<br>Hand ausspielen.<br>Wenn du diese Karte entsorgst:<br>'''+3 Karten''' || | ||
+ | |- | ||
+ | !Japanese | ||
+ | | 狂信者 (pron. ''kyōshinsha'', lit. ''fanatic'') || || || '''+2 カードを引く'''。 他のプレイヤーは全員、廃墟カード1枚を獲得する。あなたは手札の狂信者1枚を使用してもよい。これを廃棄すろとき、'''+3 カードを引く'''。 || | ||
+ | |- | ||
+ | !Korean | ||
+ | | 광신도 (pron. ''gwangsindo'', lit. ''zealot'') || || || || | ||
+ | |- | ||
+ | !Russian | ||
+ | | Культист (pron. ''kul'tist'') || || || || | ||
+ | |- | ||
+ | !Spanish | ||
+ | | Sectario || || || || | ||
+ | |} | ||
== Trivia == | == Trivia == | ||
− | + | [[Image:CultistArt.jpg|thumb|right|354px|Official card art.]] | |
− | + | ||
− | + | ||
− | + | ||
+ | === Preview === | ||
+ | {{Quote|Text=Cultist also does something when you trash it. Those of you who were waiting for a Dominion expansion that let you sacrifice Cultists, finally, here it is. And hey you get three cards when you do it. When you play Cultist, you give people a Ruins, that sounds bad, and you draw two cards, and hey you can play another Cultist. These guys stick together. In fact if your deck’s only actions are Cultists, you can just string them together, like a line of hurtful {{Card|Laboratory|Laboratories}}. | ||
+ | | Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=3845.0 Dark Ages Preview #2: Feodum, Cultist, Ruined Market] | ||
+ | }} | ||
=== Secret History === | === Secret History === | ||
{{Quote | {{Quote | ||
− | |Text=Attacks need to produce resources of some sort; I know from {{Card|Saboteur}} and {{Card|Sea Hag}} that people don't like it when they don't (yes the | + | |Text=Attacks need to produce resources of some sort; I know from {{Card|Saboteur}} and {{Card|Sea Hag}} that people don't like it when they don't (yes the {{Card|Knights}} don't all, but most do). And well I have gone through all of the simple options. So Cultist had a tricky problem to solve: it had to have resources I'd already given out, and not be too powerful, but not look too weak. Initially it gave +2 Cards and said "each other player gains a Ruins. If he can't, he gains a Curse." It could potentially give out 20 bad cards to each opponent. It was like that for a while, but in the end I decided that getting Curses and Ruins at the same time was something to save for when it came up out of the randomizer, rather than something to build into one nightmare card.<br> |
<br> | <br> | ||
I tried "Cultists cost {{Cost|1}} less this turn," trying to play into the flavor, but that just never did anything. I gave it a sweet when-trashed ability, but some games you can't trash it; it still needed more than +2 Cards. Finally I thought of letting you play another Cultist.|Name=[[Donald X. Vaccarino]] |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}} | I tried "Cultists cost {{Cost|1}} less this turn," trying to play into the flavor, but that just never did anything. I gave it a sweet when-trashed ability, but some games you can't trash it; it still needed more than +2 Cards. Finally I thought of letting you play another Cultist.|Name=[[Donald X. Vaccarino]] |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}} |
Revision as of 14:03, 28 June 2020
Cultist | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack - Looter |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Jason Slavin |
Card text | |
+2 Cards Each other player gains a Ruins. You may play a Cultist from your hand. When you trash this, +3 Cards. |
Cultist is an Action-Attack-Looter from Dark Ages. It is similar to Witch, except that it distributes Ruins instead of Curses. Since distributing Ruins is a weaker attack than Cursing, Cultist has two extra bonuses to make it balanced at the cost: multiple Cultists can chain into each other without needing +Actions to do so; and when a Cultist is trashed it gives a +Cards bonus. Whether or not these bonuses make Cultist overall stronger than Witch is a topic of much debate.
Contents |
FAQ
Official FAQ
- When you play this, you draw two cards, then each other player gains a Ruins.
- Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time.
- If the Ruins pile runs out, players stop gaining them at that point.
- After giving out Ruins, you may play another Cultist from your hand.
- It can be one you just drew from playing Cultist, or one you already had in your hand.
- Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it.
- When you trash a Cultist, you draw three cards.
- This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours.
- If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.
Other Rules clarifications
Strategy Article
There is no strategy article yet for Cultist. Feel free to add your thoughts!
It's got an obvious comparison to Witch, since it gives +2 Cards and gives out Ruins. But Ruins aren't as bad as Curses - they don't give negative points, and they give minor benefits. Cultist chains into itself and can be played as a Laboratory if your only other actions are Cultists, which is pretty nice. Cultist shines over Witch if multiple Cultists are bought early. You can't draw a Cultist dead, and a large amount of Ruins given to your opponents in a short amount of time may make it very difficult for them to recover.
Cultist tends to empty the Ruins pile extremely quickly. As a result, buying Cultists for yourself is often not an effective defense against opponents' Cultists unless you can do so on the same shuffle. If you have already started taking on Ruins then your newly-bought Cultist will probably be a dead card by the time you can play it, as there will be no more Ruins to distribute.
If you're racing your opponent to set up an engine, Ruins will play much like Curses, and Cultist will seem like a better Witch. But remember that you don't have to - a 6/4 Ruins split is much less damaging than a 6/4 curse split if you have something else to make up for it.
Cultist's on-trash ability is perfect for trash for benefit cards. Give out Ruins, and then trash the Cultists once you're done with them.
Synergies/Combos
- Itself
- trash for benefit
- Remodel - After using up the Ruins pile, you can Remodel Cultists for Gold, and get the trash ability
- Graverobber can trash a Cultist for +3 Cards and a province, then get the Cultist back later.
- Procession is a great fit. Procession a Cultist to get +7 cards, gain a -cost Action, and play more Cultists.
- Ferry - Makes Cultists extremely cheap at , giving a huge advantage to the player that goes first, even if opponents also try the same strategy.
- Lurker - Trash Cultists from the supply for +3 Cards, +1 Action, and get the option to gain Cultists from the trash later on!
Antisynergies
- Death Cart, Scrying Pool, City Quarter, Gardens, Vineyard, and Fairgrounds all benefit from Ruins. The benefit is particularly strong for Vineyards.
- Way of the Horse converts every Ruin into a Horse, giving your opponent draw as good as a Cultist while removing the Ruin. And since it's returned, you'll keep giving out pseudo-Horses all game.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+2 Cards. Each other player gains a Ruins. You may play a Cultist from your hand. When you trash this, +3 Cards. |
Dark Ages 1st Edition | August 2012 | ||
+2 Cards. Each other player gains a Ruins. You may play a Cultist from your hand. When you trash this, +3 Cards. |
Dark Ages 2nd Edition | September 2017 |
Other language versions
Trivia
Preview
Secret History