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'''Draw-to-x''' abilities are those that allow you to [[draw]] cards until you have a specified number of cards in your hand, regardless of how many cards you have to start with. In decks that rely on draw-to-x cards for draw, it is typically difficult or impossible to increase your handsize beyond a set limit, unlike in decks that rely on traditional draw. Draw-to-x effects come in two types: Those like {{Card|Library}}, which draw cards until a set card limit is reached, and those like {{Card|Minion}}, which require the player to discard their hand before drawing a set number of new cards. There are also some other draw cards that limit hand size in other ways than drawing to a set number (like {{Card|Marquis}}) and some cards that give other benefits than draw limited by hand size (for example a [[village (card category)|village effect]] in the case of {{Card|Diplomat}}).  
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'''Draw-to-x''' abilities are those that allow you to [[draw]] cards until you have a specified number of cards in your hand, regardless of how many cards you have to start with. These contrast with typical draw abilities like "+2 Cards" or "+3 Cards", which draw the same number of cards every time you play them. If you play a draw-to-x card when you have more than the targeted number of cards in hand already, you draw nothing.
  
==List of Draw-to-X cards==
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Draw-to-x effects include {{card|Library}} (7 cards), {{card|Watchtower}} (6), {{card|Cursed Village}} (6), {{way|Way of the Owl}} (6), and {{card|Jack of All Trades}} (5). Closely related to draw-to-x are abilities that cause you to discard your hand before drawing a set number of cards; like draw-to-x cards, the result is that you end up with the same number of cards in hand every time you use them. These include {{card|Scholar}} (7 cards), {{card|Minion}} (4), and {{way|Way of the Mole}} (3).
  
===Cards that draw to a set number===
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===Strategy===
If you have your [[Adventures tokens|–1 card token]], these cards will remove the token but still draw up to the full specified handsize.
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*{{card|Library}} (7 cards),
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*{{card|Watchtower}} (6 cards),
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*{{card|Cursed Village}} (6 cards),
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*{{card|Blacksmith}} (6 cards),
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*{{way|Way of the Owl}} (6 cards),
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*{{card|First Mate}} (6 cards),
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*{{card|Jack of All Trades}} (5 cards)
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{{card|Siren}} draws to eight cards, but only as a [[duration draw]] effect at the beginning of your turn; this means that many of the common synergies that depend on playing other cards before your draw-to-X don't apply to it.
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===Cards that discard your hand then draw to X===
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The –1 card token will reduce the total number of cards you draw from these.
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*{{card|Scholar}} (7 cards),
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*{{card|Hunting Lodge}} (5 cards),
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*{{Card|Guide}} (5 cards)
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*{{Ally|Desert Guides}} (5 cards)
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*{{card|Minion}} (4 cards),
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*{{way|Way of the Mole}} (3 cards)
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===Draw that is otherwise limited by handsize===
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*{{Card|Marquis}} (You have to discard down to 10 after drawing)
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*{{Card|Guard Dog}} (Draws two extra cards if your starting hand size is sufficiently small)
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*{{Card|Tragic Hero}} (Is trashed if it draws past 7 cards)
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*{{Ally|Fellowship of Scribes}} (Can draw a single card in a sufficiently small handsize)
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===Effects other than draw limited by handsize===
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*{{Card|Diplomat}} (Can act as village in a sufficiently small handsize)
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*{{Card|Souk}} ({{Cost}} generation limited by handsize)
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==Strategy==
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Draw-to-x cards are useful [[counter]]s against [[handsize attack]]s, since each card you discard when attacked just means one more card you'll draw when you play your draw-to-x card.
 
Draw-to-x cards are useful [[counter]]s against [[handsize attack]]s, since each card you discard when attacked just means one more card you'll draw when you play your draw-to-x card.
  
The draw-to-x [[engine]] is a deck archetype that relies on reducing handsize and producing {{cost}} in your Action phase, and then playing a draw-to-x card to recover the handsize. Draw-to-x decks require [[stop card|non-drawing]] [[Action]] cards as [[payload]] (e.g, {{card|Bridge}}, {{card|Coven}}, {{card|Nomad Camp}}), along with draw-to-x cards, and probably [[villages]] to grant you enough [[terminal space]] to play all your payload and draw cards. [[Disappearing money]] cards—[[non-terminal]] payload Actions that don't draw—are especially useful in a draw-to-x deck, since they reduce the amount of terminal space you need to activate your engine. Draw-to-x also pairs well with cards that allow you to [[discard]] for a benefit, such as {{card|Hamlet}}, {{card|Oasis}}, and {{card|Artificer}}: discard to get the full benefit, and then redraw to a full hand.  
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The draw-to-x [[engine]] is a deck archetype that relies on reducing handsize and producing {{cost}} in your Action phase, and then playing a draw-to-x card to recover the handsize. Draw-to-x decks require [[stop card|non-drawing]] [[Action]] cards as [[payload]] (e.g, {{card|Bridge}}, {{card|Coven}}, {{card|Nomad Camp}}), along with draw-to-x cards, and probably [[villages]] to grant you enough [[terminal space]] to play all your payload and draw cards. [[Disappearing money]] cards—[[non-terminal]] payload Actions that don't draw—are especially useful in a draw-to-x deck, since they reduce the amount of terminal space you need to activate your engine.  
  
 
Draw-to-x engines are typically less reliable than ordinary draw engines, as they require both the payload and the draw-to-x card (and sometimes a village) to be in the starting hand. Moreover they do not cope well with non-Action [[stop card]]s, even strong [[Treasure]]s and [[Night]] cards, since they can't be played before your draw-to-x card and will remain in your hand reducing the number of cards you can draw.
 
Draw-to-x engines are typically less reliable than ordinary draw engines, as they require both the payload and the draw-to-x card (and sometimes a village) to be in the starting hand. Moreover they do not cope well with non-Action [[stop card]]s, even strong [[Treasure]]s and [[Night]] cards, since they can't be played before your draw-to-x card and will remain in your hand reducing the number of cards you can draw.

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