Familiar
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− | '''Familiar''' is an [[Action]]-[[Attack]] from [[Alchemy]]. It is a [[cantrip]] [[curser]], since it gives opponents {{ | + | '''Familiar''' is an [[Action]]-[[Attack]] from [[Alchemy]]. It is a [[cantrip]] [[curser]], since it gives opponents {{Card|Curse}}s 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 {{Card|Potion}} at the wrong time! |
== FAQ == | == FAQ == | ||
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There isn't a Familiar strategy article. It was mentioned in both [http://dominionstrategy.com/2011/11/05/the-five-worst-potion-cards/ the five worst potion cards] and [http://dominionstrategy.com/2011/11/14/the-five-best-potion-cards/ the five best potion cards] by theory. | There isn't a Familiar strategy article. It was mentioned in both [http://dominionstrategy.com/2011/11/05/the-five-worst-potion-cards/ the five worst potion cards] and [http://dominionstrategy.com/2011/11/14/the-five-best-potion-cards/ 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 {{ | + | Familiar is a very powerful attack, since it is a [[cantrip]] and therefore does not become a [[dead]] card once the {{Card|Curse}}s have been depleted. However, its {{Cost|P}} 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 {{Card|Witch}} or {{Card|Mountebank}}. Familiar strategies can actually lose to super-fast [[Big Money]] strategies like BM+{{Card|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. |
=== Synergies/Combos === | === Synergies/Combos === | ||
* Other {{Cost|P}}-cost cards | * Other {{Cost|P}}-cost cards | ||
=== Antisynergies === | === Antisynergies === | ||
− | * {{ | + | * {{Card|Chapel}} trashes too fast for Familiar, which starts at a disadvantage because of the useless Potion |
== Trivia == | == Trivia == |
Revision as of 18:45, 9 November 2012
Familiar | |
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Cost | |
Type | Action - Attack |
Set/Expansion | Alchemy |
Illustrator | Alex Drummond |
+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.
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