Cultist
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=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == | ||
+ | There isn't a consensus on how to play [[Cultist]], since [[Dark Ages]] is still pretty new and isn't available on isotropic. | ||
+ | |||
+ | It's got an obvious comparison to [[Witch]], since it gives +2 Cards and gives out [[Ruins]]. But Ruins aren't as bad as [[Curse]]s - 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. | ||
+ | |||
+ | 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 === | === Synergies/Combos === | ||
+ | * [[trash for benefit]] | ||
+ | * [[Procession]] is a great fit. Procession a Cultist to get +7 cards, gain a {{cost|6}}-cost Action, and play more Cultists. | ||
=== Antisynergies === | === Antisynergies === | ||
+ | * [[Death Cart]], [[Scrying Pool]], and [[Vineyard]] decks welcome the Ruins. | ||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === | ||
{{Quote | {{Quote | ||
− | |Text=Attacks need to produce resources of some sort; I know from Saboteur and Sea Hag that people don't like it when they don't (yes the 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> | + | |Text=Attacks need to produce resources of some sort; I know from [[Saboteur]] and [[Sea Hag]] that people don't like it when they don't (yes the [[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]}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 03:57, 15 November 2012
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, and 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.
Contents |
FAQ
Official FAQ
- When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles.
- 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 of yours, 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 isn't a consensus on how to play Cultist, since Dark Ages is still pretty new and isn't available on isotropic.
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.
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
- trash for benefit
- Procession is a great fit. Procession a Cultist to get +7 cards, gain a -cost Action, and play more Cultists.
Antisynergies
- Death Cart, Scrying Pool, and Vineyard decks welcome the Ruins.
Trivia
Secret History