Duration draw

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[[Image:Caravan.jpg|thumb|right|200px|[[Caravan]], a duration draw card.]]
 
[[Image:Caravan.jpg|thumb|right|200px|[[Caravan]], a duration draw card.]]
  
'''Duration draw''' is a collective term for abilities that increase the number of cards you have in hand at the start of your turn. Most of the effects that provide duration draw are [[Duration]] cards—hence the name—but there exist [[Event]]s, a [[Boon]], an [[Artifact]], and a [[Project]] with duration-draw effects as well, as well as [[Reaction]] cards that add themselves to your hand at the start of your turn.
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'''Duration draw''' is a collective term for abilities that increase the number of cards you have in hand at the start of your turn. Most of the effects that provide duration draw are [[Duration]] cards—hence the name—but there exist a number of [[landscape]]s and [[Reaction]] cards that can increase your hand size on a future turn as well. The primary use cases of duration draw effects depend on the amount of cards drawn. If an effect provides a net increase in handsize over all the turns it is active, it can fulfill a similar function to other draw cards. In any case, duration draw effects offer extra flexibility and reliability for your deck.
  
Duration draw is valuable in [[engine]] decks because it increases the probability that you will be able to line up key engine components to start your turn; the effect is therefore similar to guaranteeing a [[non-terminal draw]] card in a normal-sized hand. The power of duration-draw cards is mitigated by the fact that as [[Duration]] cards, they remain in play for multiple turns, and can therefore be played less frequently than comparable non-Duration cards. Moreover, the benefit duration-draw cards provide is delayed; most of them provide little or no value on the turn you play them. One reason {{card|Wharf}} and {{card|Gear}} are considered very powerful cards is because they can provide ''both'' [[terminal draw]] when you play them and duration draw the next turn.
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{{Card|Horse}} [[gainer]]s (like {{Card|Supplies}}) work similar to duration draw because gaining a {{Card|Horse}} is similar to a future one-card handsize increase.  
  
Duration-draw cards often provide defense against [[handsize attack]]s, since they can allow you to re-draw to a full-size hand after being hit by an Attack like {{card|Militia}}. However, this is not true of the Events or Artifact with similar effects, because they increase your handsize ''before'' you're hit by the Attacks.
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==Strategy==
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Duration draw is valuable in [[engine]] decks because it increases the probability that you will be able to line up key engine components to start your turn; the effect is therefore similar to guaranteeing a [[non-terminal draw]] card in a normal-sized hand. The power of duration-draw cards is mitigated by the fact that [[Duration]] cards remain in play for multiple turns, and can therefore be played less frequently than comparable non-Duration cards. Moreover, the benefit duration-draw cards provide is delayed; most of them provide little or no value on the turn you play them. One reason {{card|Wharf}} and {{card|Gear}} are considered very powerful cards is because they can provide ''both'' [[terminal draw]] when you play them and duration draw the next turn.
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Most cheaper duration-draw cards, such as {{card|Haven}}, increase the size of your next hand by setting aside cards from your current hand to add to your hand later—thus increasing your handsize at the beginning of your next turn comes at the expense of being able to use those cards on the current turn. More expensive duration draw will typically just give you +Cards from your deck on your next turn, or occasionally cards set aside from somewhere other than your hand.
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Duration-draw cards often provide defense against [[handsize attack]]s, since they can allow you to re-draw to a full-size hand after being hit by an Attack like {{card|Militia}}. However, this is not true of effects that increase your handsize at the end of your turn, such as {{way|Way of the Squirrel}}. because they increase your handsize ''before'' you're hit by the Attacks and are therefore almost completely negated by such attacks.
  
 
==List of sources of duration draw==
 
==List of sources of duration draw==
===Cards===
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===Cards that create more draw than they cost to set up===
* {{coin|2}} {{card|Faithful Hound}}, {{card|Haven}}
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* {{coin|3}} {{card|Cargo Ship}}, {{card|Enchantress}}, {{card|Gear}}, {{card|Ghost Town}}
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{{card|Enchantress}}, {{card|Caravan}}, {{card|Archive}}, {{card|Den of Sin}}, {{card|Figurehead}}, {{Card|Stowaway}}, {{card|Longship}}, {{card|Haunted Woods}}, {{card|Highwayman}}, {{card|Warlord}}, {{card|Wharf}}, {{card|Hireling}}, {{Project|Sinister Plot}}, {{Card|Horse Traders}} (only [[Reaction]]), {{event|Deliver}}
* {{coin|4}} {{card|Caravan}}, {{card|Flag Bearer}} (via {{artifact|Flag}}), {{card|Horse Traders}}, {{card|Research}}
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* {{coin|5}} {{card|Archive}}, {{card|Cobbler}}, {{card|Crypt}}, {{card|Den of Sin}}, {{card|Haunted Woods}}, {{card|Tactician}}, {{card|Wharf}}
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Optional as duration draw (can have a different effect): {{card|Gear}} (can be used as direct draw or duration draw), {{card|Barge}} (can draw now or later), {{card|Stronghold}} (can generate {{Cost}} instead of duration draw).
* {{coin|6}} {{card|Hireling}}
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Varying amount of draw (in some cases these only transfer a card to a later turn or replace themselves): {{Card|Monkey}}, {{Card|Garrison}}, {{Card|Crypt}}, {{Card|Conjurer}} (generates surplus draw as soon at it is played on two or more consecutive turns), {{card|Tactician}} (in this case the card cost of setup varies), {{card|Siren}}
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===End of turn draw===
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{{card|Farrier}}, {{Event|Expedition}}, {{Artifact|Flag}}, {{Way|Way of the Squirrel}}, {{Boon|The River's Gift}} (will sometimes only replace a card that gave you the [[Boon]])
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===Cards that replace themselves and increase future handsize===
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{{card|Cobbler}}, {{card|Corsair}}, {{Card|Haven}}, {{Card|Cargo Ship}}, {{Card|Ghost Town}}, {{Card|Village Green}}, {{Event|Save}}, {{card|Cage}}, {{Card|Grotto}}, {{Card|Rope}}, {{card|Trickster}}
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Effects that can transfer multiple cards to your next hand: {{Ally|Coastal Haven}}, {{Card|Church}}
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Only replace themselves except against [[discard attack]]s: {{Card|Faithful Hound}}, {{Card|Guide}}
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===Cards that can generate duration draw from normal draw and cantrips===
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The following cards can play Action cards at the start of your turn and thereby generate duration draw if they are used to play normal draw cards or [[cantrip]]s: {{Card|Prince}}, {{card|Ghost}}, {{card|Captain}}, {{card|Mastermind}}, {{Card|Royal Galley}}, {{card|Contract}}, {{Event|Delay}}, and {{Event|Summon}}.
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==Gallery==
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===Net handsize increase===
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{{CardImage|Archive}}{{CardImage|Barge}}{{CardImage|Caravan}}{{CardImage|Den of Sin}}{{CardImage|Enchantress}}{{CardImage|Gear}}{{CardImage|Haunted Woods}}{{CardImage|Highwayman}}{{CardImage|Hireling}}{{CardImage|Horse Traders}}{{CardImage|Stronghold}}{{CardImage|Warlord}}{{CardImage|Wharf}}{{LandscapeImage|Sinister Plot}}
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===Variable amount of draw===
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{{CardImage|Conjurer}}{{CardImage|Crypt}}{{CardImage|Garrison}}{{CardImage|Monkey}}{{CardImage|Tactician}}
  
{{Card|Prince}} and {{card|Ghost}} can provide duration draw if they set aside an action that provides at least +1 Card.  {{card|Dungeon}} and {{Card|Guide}} don't increase your handsize at the start of your turn, but they do [[sifter|sift]] your hand.
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===Handsize neutral===
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{{CardImage|Cargo Ship}}{{CardImage|Church}}{{CardImage|Cobbler}}{{CardImage|Corsair}}{{CardImage|Faithful Hound}}{{CardImage|Ghost Town}}{{CardImage|Guide}}{{CardImage|Haven}}{{CardImage|Village Green}}{{LandscapeImage|Coastal Haven}}{{LandscapeImage|Save}}
  
===Other===
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===End-of-turn-draw===
* Events: {{event|Save}}, {{event|Expedition}}
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{{LandscapeImage|Expedition}}{{LandscapeImage|Flag}}{{LandscapeImage|The River's Gift}}{{LandscapeImage|Way of the Squirrel}}
* Boon: {{boon|The River's Gift}}
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* Project: {{project|Sinister Plot}}
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* Artifact: {{artifact|Flag}}
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{{event|Summon}}, like Prince, can provide duration draw if it sets aside a card that draws.
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===Can make duration draw from normal draw or cantrips===
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{{CardImage|Captain}}{{CardImage|Contract}}{{CardImage|Ghost}}{{CardImage|Mastermind}}{{CardImage|Prince}}{{CardImage|Royal Galley}}{{LandscapeImage|Delay}}{{LandscapeImage|Summon}}
  
 
{{Navbox card categories}}
 
{{Navbox card categories}}

Latest revision as of 20:06, 20 February 2024

Caravan, a duration draw card.

Duration draw is a collective term for abilities that increase the number of cards you have in hand at the start of your turn. Most of the effects that provide duration draw are Duration cards—hence the name—but there exist a number of landscapes and Reaction cards that can increase your hand size on a future turn as well. The primary use cases of duration draw effects depend on the amount of cards drawn. If an effect provides a net increase in handsize over all the turns it is active, it can fulfill a similar function to other draw cards. In any case, duration draw effects offer extra flexibility and reliability for your deck.

HorseHorse.jpg gainers (like SuppliesSupplies.jpg) work similar to duration draw because gaining a HorseHorse.jpg is similar to a future one-card handsize increase.

Contents

[edit] Strategy

Duration draw is valuable in engine decks because it increases the probability that you will be able to line up key engine components to start your turn; the effect is therefore similar to guaranteeing a non-terminal draw card in a normal-sized hand. The power of duration-draw cards is mitigated by the fact that Duration cards remain in play for multiple turns, and can therefore be played less frequently than comparable non-Duration cards. Moreover, the benefit duration-draw cards provide is delayed; most of them provide little or no value on the turn you play them. One reason WharfWharf.jpg and GearGear.jpg are considered very powerful cards is because they can provide both terminal draw when you play them and duration draw the next turn.

Most cheaper duration-draw cards, such as HavenHaven.jpg, increase the size of your next hand by setting aside cards from your current hand to add to your hand later—thus increasing your handsize at the beginning of your next turn comes at the expense of being able to use those cards on the current turn. More expensive duration draw will typically just give you +Cards from your deck on your next turn, or occasionally cards set aside from somewhere other than your hand.

Duration-draw cards often provide defense against handsize attacks, since they can allow you to re-draw to a full-size hand after being hit by an Attack like MilitiaMilitia.jpg. However, this is not true of effects that increase your handsize at the end of your turn, such as Way of the SquirrelWay of the Squirrel.jpg. because they increase your handsize before you're hit by the Attacks and are therefore almost completely negated by such attacks.

[edit] List of sources of duration draw

[edit] Cards that create more draw than they cost to set up

EnchantressEnchantress.jpg, CaravanCaravan.jpg, ArchiveArchive.jpg, Den of SinDen of Sin.jpg, FigureheadFigurehead.jpg, StowawayStowaway.jpg, LongshipLongship.jpg, Haunted WoodsHaunted Woods.jpg, HighwaymanHighwayman.jpg, WarlordWarlord.jpg, WharfWharf.jpg, HirelingHireling.jpg, Sinister PlotSinister Plot.jpg, Horse TradersHorse Traders.jpg (only Reaction), DeliverDeliver.jpg

Optional as duration draw (can have a different effect): GearGear.jpg (can be used as direct draw or duration draw), BargeBarge.jpg (can draw now or later), StrongholdStronghold.jpg (can generate $ instead of duration draw).

Varying amount of draw (in some cases these only transfer a card to a later turn or replace themselves): MonkeyMonkey.jpg, GarrisonGarrison.jpg, CryptCrypt.jpg, ConjurerConjurer.jpg (generates surplus draw as soon at it is played on two or more consecutive turns), TacticianTactician.jpg (in this case the card cost of setup varies), SirenSiren.jpg

[edit] End of turn draw

FarrierFarrier.jpg, ExpeditionExpedition.jpg, FlagFlag.jpg, Way of the SquirrelWay of the Squirrel.jpg, The River's GiftThe River's Gift.jpg (will sometimes only replace a card that gave you the Boon)

[edit] Cards that replace themselves and increase future handsize

CobblerCobbler.jpg, CorsairCorsair.jpg, HavenHaven.jpg, Cargo ShipCargo Ship.jpg, Ghost TownGhost Town.jpg, Village GreenVillage Green.jpg, SaveSave.jpg, CageCage.jpg, GrottoGrotto.jpg, RopeRope.jpg, TricksterTrickster.jpg

Effects that can transfer multiple cards to your next hand: Coastal HavenCoastal Haven.jpg, ChurchChurch.jpg

Only replace themselves except against discard attacks: Faithful HoundFaithful Hound.jpg, GuideGuide.jpg

[edit] Cards that can generate duration draw from normal draw and cantrips

The following cards can play Action cards at the start of your turn and thereby generate duration draw if they are used to play normal draw cards or cantrips: PrincePrince.jpg, GhostGhost.jpg, CaptainCaptain.jpg, MastermindMastermind.jpg, Royal GalleyRoyal Galley.jpg, ContractContract.jpg, DelayDelay.jpg, and SummonSummon.jpg.

[edit] Gallery

[edit] Net handsize increase

Archive.jpgBarge.jpgCaravan.jpgDen of Sin.jpgEnchantress.jpgGear.jpgHaunted Woods.jpgHighwayman.jpgHireling.jpgHorse Traders.jpgStronghold.jpgWarlord.jpgWharf.jpgSinister Plot.jpg

[edit] Variable amount of draw

Conjurer.jpgCrypt.jpgGarrison.jpgMonkey.jpgTactician.jpg

[edit] Handsize neutral

Cargo Ship.jpgChurch.jpgCobbler.jpgCorsair.jpgFaithful Hound.jpgGhost Town.jpgGuide.jpgHaven.jpgVillage Green.jpgCoastal Haven.jpgSave.jpg

[edit] End-of-turn-draw

Expedition.jpgFlag.jpgThe River's Gift.jpgWay of the Squirrel.jpg

[edit] Can make duration draw from normal draw or cantrips

Captain.jpgContract.jpgGhost.jpgMastermind.jpgPrince.jpgRoyal Galley.jpgDelay.jpgSummon.jpg


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