Embassy
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|text2 = When you gain this, each other player gains a Silver. | |text2 = When you gain this, each other player gains a Silver. | ||
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− | '''Embassy''' is an [[Action]] card from [[Hinterlands]]. It offers | + | '''Embassy''' is an [[Action]] card from [[Hinterlands]]. It's draw-five-discard-three offers incredible sifting and cycling for your deck. It is so good, in fact, that it gives your opponent a bonus when you gain it! The mechanics of the card make it more suited to [[Big Money]], but it still plays well with any [[engine]] which has actions to spare. |
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
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=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == | ||
− | Embassy most closely compares with Vault. Both cards offer card draw with good reliability | + | Embassy most closely compares with [[Vault]]. Both cards offer card draw with good reliability for obtaining [[Golds]] and [[Province]]s when played. Both cards deal with greening rather well, and both give some benefit to your opponents. |
− | The difference is that Embassy trades some of the reliability of Vault for incredible deck cycling. Vault is a guaranteed Gold, and a guaranteed Province with a Gold in hand. Embassy is not, but it's still a good bet. The deck cycling makes Embassy somewhat better than Vault in engines, whereas Vault ends up being better in big money, but Embassy is no slouch there, either. Still, Embassy only increases your hand size by one. So if you plan on drawing your deck or have a refined deck, something which offers +3 cards may be preferable. | + | The difference is that Embassy trades some of the reliability of Vault for incredible deck cycling. Vault is a guaranteed Gold, and a guaranteed Province with a Gold in hand. Embassy is not, but it's still a good bet. The deck cycling makes Embassy somewhat better than Vault in engines, whereas Vault ends up being better in big money, but Embassy is no slouch there, either. Still, Embassy only increases your hand size by one. So if you plan on drawing your deck or if you have a refined deck, something which offers +3 cards may be preferable. |
− | One very important combo to point out is with Tunnel. Embassy gives the largest pool of cards to discard Tunnel from at 9. You'll also get around to playing those extra Golds incredibly fast. | + | One very important combo to point out is with [[Tunnel]]. Embassy gives the largest pool of cards to discard Tunnel from at 9. You'll also get around to playing those extra Golds incredibly fast. |
=== Synergies/Combos === | === Synergies/Combos === | ||
− | * Tunnel | + | * [[Tunnel]] |
− | * | + | * [[Engine]]s with limited [[trashing]] |
=== Antisynergies === | === Antisynergies === | ||
− | * Strong Trashing | + | * Strong [[Trashing]] |
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === |
Revision as of 22:52, 12 November 2012
Embassy | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Marco Morte |
Card text | |
+5 Cards Discard 3 cards When you gain this, each other player gains a Silver. |
Embassy is an Action card from Hinterlands. It's draw-five-discard-three offers incredible sifting and cycling for your deck. It is so good, in fact, that it gives your opponent a bonus when you gain it! The mechanics of the card make it more suited to Big Money, but it still plays well with any engine which has actions to spare.
Contents |
FAQ
Official FAQ
- When you play this, you draw five cards, then discard three cards. The cards you discard can be ones that were in your hand and/or ones you just drew.
- You discard three cards if able, even if you were unable to draw the full five cards (due to not having enough cards in your deck and discard pile). If you do not have three cards to discard, you discard as many as you can.
- When you gain this, each other player gains a Silver. Players only gain Silvers when you gain this, not when you play this.
- They gain Silvers whether you gained Embassy due to buying it, or gained it some other way.
- Gaining Silvers is not optional for them.
- The Silvers come from the Supply. If there are not enough Silvers left to go around, deal them out in turn order, starting with the player to the left of the player who gained Embassy.
Other Rules clarifications
Strategy Article
Embassy most closely compares with Vault. Both cards offer card draw with good reliability for obtaining Golds and Provinces when played. Both cards deal with greening rather well, and both give some benefit to your opponents.
The difference is that Embassy trades some of the reliability of Vault for incredible deck cycling. Vault is a guaranteed Gold, and a guaranteed Province with a Gold in hand. Embassy is not, but it's still a good bet. The deck cycling makes Embassy somewhat better than Vault in engines, whereas Vault ends up being better in big money, but Embassy is no slouch there, either. Still, Embassy only increases your hand size by one. So if you plan on drawing your deck or if you have a refined deck, something which offers +3 cards may be preferable.
One very important combo to point out is with Tunnel. Embassy gives the largest pool of cards to discard Tunnel from at 9. You'll also get around to playing those extra Golds incredibly fast.
Synergies/Combos
Antisynergies
- Strong Trashing
Trivia
Secret History