Editing Draw-to-x
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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. | + | '''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. |
− | + | 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). | |
− | === | + | ===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 | + | 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. |