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== Strategy ==
 
== Strategy ==
On the turn on which they are played, Duration cards typically have weak effects (relative to their cost), or even detrimental effects; their strength comes in part from the fact that their effects on the next turn do not consume an Action to play or a card slot in your hand.  For example, {{Card|Caravan}}, on the turn it is played, is a [[cantrip]] with no effect; on the next turn, however, it gives you a sixth card in your hand for free—thus playing a Caravan on one turn has the same effect as playing a {{Card|Laboratory}} on the next turn. The main exception to this principle is {{card|Tide Pools}}, which has a powerful immediate effect at the cost of a penalty on the next turn.
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On the turn on which they are played, Duration cards typically have weak effects (relative to their cost), or even detrimental effects; their strength comes in part from the fact that their effects on the next turn do not consume an Action to play or a card slot in your hand.  For example, {{Card|Caravan}}, on the turn it is played, is a [[cantrip]] with no effect; on the next turn, however, it gives you a sixth card in your hand for free—thus playing a Caravan on one turn has the same effect as playing a {{Card|Laboratory}} on the next turn.  
  
 
Although Duration cards' next-turn effects are typically quite strong, they cost less than and are usually considered weaker than cards that have those same effects immediately—for instance, Caravan costs {{Cost|4}} while Laboratory costs {{Cost|5}}. This is in part because it's better to receive benefits earlier—playing a Caravan on the last turn of the game gives no benefit while Laboratory does—and in part because the fact that Durations stay in play for two turns is a disadvantage, since it means that they can actually be played less frequently. For instance, it's possible to draw an extra card every turn by having a single Laboratory and playing it every turn; in order to play a Caravan every turn, you have to have two copies of the card.
 
Although Duration cards' next-turn effects are typically quite strong, they cost less than and are usually considered weaker than cards that have those same effects immediately—for instance, Caravan costs {{Cost|4}} while Laboratory costs {{Cost|5}}. This is in part because it's better to receive benefits earlier—playing a Caravan on the last turn of the game gives no benefit while Laboratory does—and in part because the fact that Durations stay in play for two turns is a disadvantage, since it means that they can actually be played less frequently. For instance, it's possible to draw an extra card every turn by having a single Laboratory and playing it every turn; in order to play a Caravan every turn, you have to have two copies of the card.

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