Duration draw

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(Categorized the different cards by when they draw and how much they 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]], a [[Project]], a [[Way]], and an [[Ally]] 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 landscapes, as well as [[Reaction]] cards that can increase your hand size on a future turn.
  
 
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.
 
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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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.
 
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.
  
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 most of the [[landscape]]s with similar effects, because they increase your handsize ''before'' you're hit by the Attacks.
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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 some similar effects that work at the end of your turn, because they increase your handsize ''before'' you're hit by the Attacks and are therefore almost completely negated by such attacks.
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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 on-card handsize increase.  
  
 
==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}}, {{card|Monkey}}
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{{card|Enchantress}}, {{card|Caravan}}, {{card|Archive}}, {{card|Den of Sin}}, {{card|Haunted Woods}}, {{card|Highwayman}}, {{card|Warlord}}, {{card|Wharf}}, {{card|Hireling}}, {{Project|Sinister Plot}}, {{Card|Horse Traders}} (only [[Reaction]])
* {{coin|4}} {{card|Caravan}}, {{card|Conjurer}}, {{card|Flag Bearer}} (via {{artifact|Flag}}), {{card|Garrison}}, {{card|Horse Traders}}, {{card|Research}}, {{card|Village Green}}
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* {{coin|5}} {{card|Archive}}, {{card|Barge}}, {{card|Cobbler}}, {{card|Corsair}}, {{card|Crypt}}, {{card|Den of Sin}}, {{card|Haunted Woods}}, {{card|Highwayman}}, {{card|Tactician}}, {{card|Warlord}}, {{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}}, {{card|Stronghold}}
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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|Stronghold}}, {{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)
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===End of turn draw===
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{{Event|Expedition}}, {{Artifact|Flag}}, {{Way|Way of the Squirre}}, {{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}},
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Effects that can transfer multiple cards to your next hand: {{Ally|Coastal Haven}}, {{Card|Church}}
  
{{Card|Prince}}, {{card|Ghost}}, {{card|Captain}}, {{card|Mastermind}}, {{Card|Royal Galley}}, and {{card|Contract}} can provide duration draw if they play an action that provides at least +1 Card.  {{Card|Sea Witch}}, {{card|Dungeon}}, and {{Card|Guide}} don't increase your handsize above five at the start of your turn, but they do [[sifter|sift]] your hand.
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Only replace themselves except against [[discard attack]]s: {{Card|Faithful Hound}}, {{Card|Guide}}
  
===Other===
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===Cards that can generate duration draw from normal draw and cantrips===
* Events: {{event|Save}}, {{event|Expedition}}
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* 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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* Way: {{way|Way of the Squirrel}}
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* Ally: {{ally|Coastal Haven}}, {{ally|Mountain Folk}}
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{{event|Summon}}, like Prince, can provide duration draw if it sets aside a card that draws. Cards that gain {{Card|Horse|Horses}} function similarly to duration draw, in that you typically don't get to use the Horses immediately, but you're setting up draw for later. {{Card|Supplies}} is the most similar, as it puts a Horse onto your deck during your Buy phase, which will usually be played as one of your first Actions on your next turn.
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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}}, and {{Event|Summon}}.  
  
 
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Revision as of 14:22, 1 July 2022

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, as well as Reaction cards that can increase your hand size on a future turn.

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 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 some similar effects that work at the end of your turn, because they increase your handsize before you're hit by the Attacks and are therefore almost completely negated by such attacks.

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

Contents

List of sources of duration draw

Cards that create more draw than they cost to set up

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

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, StrongholdStronghold.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)

End of turn draw

ExpeditionExpedition.jpg, FlagFlag.jpg, Way of the Squirre320px, The River's GiftThe River's Gift.jpg (will sometimes only replace a card that gave you the Boon)

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,

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

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, and SummonSummon.jpg.


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