Familiar
m (Robot: Automated text replacement (-(\{\{Infobox Card[^\}]*)(\n[^\n]*set =[^\n]*) +\1)) |
(→Secret History) |
||
Line 27: | Line 27: | ||
=== Secret History === | === Secret History === | ||
{{Quote| | {{Quote| | ||
− | |Text=This started out at {{Cost| | + | |Text=This started out at {{Cost|4P}}. It seemed like it would be fine at {{Cost|3P}}, so I lowered it. Then we tried a version where you picked a card and everyone else gained it. That would sometimes be political (as Wei-Hwa pointed out), where you picked a victory card to end the game and not everyone got one. So I changed it to "non-victory card." But then it was like, once the Curses ran out, you emptied however many piles you had to to end the game. It was not something the card needed. So, back to the original. |
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards] |
Revision as of 16:32, 7 June 2013
Familiar | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Alchemy |
Illustrator(s) | Alex Drummond |
Card text | |
+1 Card +1 Action Each other player gains a curse. |
Familiar is an Action-Attack from Alchemy. It is a cantrip curser, since it gives opponents Curses and gives you +1 Card/+1 Action. It can be a very frustrating card, since its cost makes it likely for a player to be unable to afford it far longer than their opponent if they draw their Potion at the wrong time!
Contents |
FAQ
Official FAQ
- If there aren't enough Curses left to go around when you play Familiar, you deal them out in turn order, starting with the player to your left.
- If you play Familiar with no Curses remaining, you will still get +1 Card and +1 Action.
- A player gaining a Curse puts it face-up into his discard pile.
Other Rules clarifications
Strategy Article
There isn't a Familiar strategy article. It was mentioned in both the five worst potion cards and the five best potion cards by theory.
Familiar is a very powerful attack, since it is a cantrip and therefore does not become a dead card once the Curses have been depleted. However, its cost makes it extremely swingy - there is a roughly one in four chance that one player will be unable to get a Familiar on turns 3/4 and the other player will, much higher than the chance of missing out on a Witch or Mountebank. Familiar strategies can actually lose to super-fast Big Money strategies like BM+Wharf, or engines which ramp up fast enough to be able to trash the curses as they come in, because of the disadvantage of having a Potion in the deck of the Familiar player. Familiar is especially weak against Masquerade-Big Money, as it is a fast strategy which is able to return the gained Curses to the Familiar player.
Synergies/Combos
- Other -cost cards
Antisynergies
- Chapel trashes too fast for Familiar, which starts at a disadvantage because of the useless Potion
Trivia
Secret History