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. 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}}). |
− | Draw-to- | + | ==List of Draw-to-X cards== |
− | === | + | ===Cards that draw to a set number=== |
+ | If you have your [[Adventures tokens|–1 card token]], these cards will remove the token but still draw up to the full specified handsize. | ||
+ | *{{card|Library}} (7 cards), | ||
+ | *{{card|Watchtower}} (6 cards), | ||
+ | *{{card|Cursed Village}} (6 cards), | ||
+ | *{{card|Blacksmith}} (6 cards), | ||
+ | *{{way|Way of the Owl}} (6 cards), | ||
+ | *{{card|First Mate}} (6 cards), | ||
+ | *{{card|Jack of All Trades}} (5 cards) | ||
+ | {{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. | ||
+ | |||
+ | ===Cards that discard your hand then draw to X=== | ||
+ | The –1 card token will reduce the total number of cards you draw from these. | ||
+ | *{{card|Scholar}} (7 cards), | ||
+ | *{{card|Hunting Lodge}} (5 cards), | ||
+ | *{{Card|Guide}} (5 cards) | ||
+ | *{{Ally|Desert Guides}} (5 cards) | ||
+ | *{{card|Minion}} (4 cards), | ||
+ | *{{way|Way of the Mole}} (3 cards) | ||
+ | |||
+ | ===Draw that is otherwise limited by handsize=== | ||
+ | *{{Card|Marquis}} (You have to discard down to 10 after drawing) | ||
+ | *{{Card|Guard Dog}} (Draws two extra cards if your starting hand size is sufficiently small) | ||
+ | *{{Card|Tragic Hero}} (Is trashed if it draws past 7 cards) | ||
+ | *{{Ally|Fellowship of Scribes}} (Can draw a single card in a sufficiently small handsize) | ||
+ | |||
+ | ===Effects other than draw limited by handsize=== | ||
+ | *{{Card|Diplomat}} (Can act as village in a sufficiently small handsize) | ||
+ | *{{Card|Souk}} ({{Cost}} generation limited by handsize) | ||
+ | |||
+ | ==Strategy== | ||
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 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. |
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. |
Latest revision as of 14:50, 3 May 2023
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 Library, which draw cards until a set card limit is reached, and those like 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 Marquis) and some cards that give other benefits than draw limited by hand size (for example a village effect in the case of Diplomat).
Contents |
[edit] List of Draw-to-X cards
[edit] Cards that draw to a set number
If you have your –1 card token, these cards will remove the token but still draw up to the full specified handsize.
- Library (7 cards),
- Watchtower (6 cards),
- Cursed Village (6 cards),
- Blacksmith (6 cards),
- Way of the Owl (6 cards),
- First Mate (6 cards),
- Jack of All Trades (5 cards)
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.
[edit] Cards that discard your hand then draw to X
The –1 card token will reduce the total number of cards you draw from these.
- Scholar (7 cards),
- Hunting Lodge (5 cards),
- Guide (5 cards)
- Desert Guides (5 cards)
- Minion (4 cards),
- Way of the Mole (3 cards)
[edit] Draw that is otherwise limited by handsize
- Marquis (You have to discard down to 10 after drawing)
- Guard Dog (Draws two extra cards if your starting hand size is sufficiently small)
- Tragic Hero (Is trashed if it draws past 7 cards)
- Fellowship of Scribes (Can draw a single card in a sufficiently small handsize)
[edit] Effects other than draw limited by handsize
- Diplomat (Can act as village in a sufficiently small handsize)
- Souk ( generation limited by handsize)
[edit] Strategy
Draw-to-x cards are useful counters against handsize attacks, 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 in your Action phase, and then playing a draw-to-x card to recover the handsize. Draw-to-x decks require non-drawing Action cards as payload (e.g, Bridge, Coven, 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 Hamlet, Oasis, and Artificer: discard to get the full benefit, and then redraw to a full hand.
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 cards, even strong Treasures 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.