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{{Infobox Card
 
{{Infobox Card
 
  |name = Imp
 
  |name = Imp
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'''Imp''' is an [[Action]]-[[Spirit]] card from [[Nocturne]].  It allows you to play an Action from your hand that you don't have a copy of in play; if you have such a card in hand, it acts as a pseudo–[[non-terminal draw|lab variant]], but if you don't, it's only [[terminal draw]]. There are 13 copies of Imp in its pile.  You can get it via {{Card|Devil's Workshop}}, {{Card|Tormentor}}, or (like other Spirits) {{Card|Exorcist}}.
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'''Imp''' is an [[Action]]-[[Spirit]] card from [[Nocturne]].  It allows you to play an Action from your hand that you don't have a copy of in play; if you have such a card in hand, it acts as a pseudo–[[non-terminal draw|lab variant]], but if you don't, it's only [[terminal draw]]. There are 13 copies of Imp in its pile.  You can get it via {{Card|Devil's Workshop}}, {{Card|Tormentor}}, or (like other Spirits) via {{Card|Exorcist}}.
  
 
== FAQ ==
 
== FAQ ==
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=== Other rules clarifications ===
 
=== Other rules clarifications ===
 
== Strategy ==
 
== Strategy ==
Imp is a surprisingly strong card, but quite difficult to use well. Its closest counterpart is probably {{card|Conclave}}, which also serves as an engine component provided you can chain unique actions. Where Conclave plays the role of a conditional {{card|Festival}} (action splitting and payload), Imp acts as a conditional {{Card|Laboratory}}, allowing you to slowly expand your hand while playing the rest of your engine. Unlike Conclave, Imp generally can't compete with more normal draw. Four Conclaves will provide plenty of terminals and enough {{Cost}} for a province, but four Imps won't draw your deck - and the Imps are harder to get anyway. Still, if you're picking up villages with {{card|Devil's Workshop}}, your engine is unlikely to regret a few Imps.
 
 
Where Imp truly shines, though, is when an otherwise-strong cantrip engine needs a few more cards to fire properly. Most often, this is simply the result of cantrips engines like {{card|Market}} or {{card|Conspirator}} struggling to handle inadequate trashing or greening, but it can also apply to mega-turn decks that need to assemble more than 5 non-cantrip cards. {{card|Horn of Plenty}} deserves special mention here since Horn decks also want diverse cantrips, but generally need to close with 5+ treasures in hand.
 
 
===Synergies===
 
* {{card|Horse}} pairs incredibly well with Imps. "Return to pile" means you can pair any number, and the extra draw per horse enables far more consistency.
 
* Reserve cards like {{card|Guide}} which don't stay in play.
 
* "Unique cards in play" effects. Most notably {{card|Horn of Plenty}}, but also {{card|Magic Lamp}}.
 
* Alt-VP based on unique cards like {{landmark|Museum}} or {{card|Fairgrounds}}. (Note that Imp adds a 19th card to the set, and {{card|Exorcist}} games have at least 21 available.)
 
* Diverse cantrips and villages
 
* Actions gained with {{card|Black Market}}
 
* Ways, especially those granting actions
 
 
===Antisynergies===
 
* Ironically {{card|Conclave}}, which competes for unique actions
 
* Duration cards, since they're in play the following turn
 
* {{Landmark|Wolf Den}}
 
 
 
== Versions ==
 
== Versions ==
 
=== English versions ===
 
=== English versions ===
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{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
! Language !! Name !! Print !! Digital !! Text
 
! Language !! Name !! Print !! Digital !! Text
|-
 
!Dutch
 
| Duiveltje || || ||
 
|-
 
!French
 
| Farfadet (Note: an imp specific to French folklore) || || || '''+ 2 Cartes'''. Vous pouvez jouer une carte Action de votre main dont vous n'avez pas d'exemplaire en jeu. (Ne fait pas partie de la réserve).
 
 
|-
 
|-
 
!German
 
!German
| Teufelchen ||{{CardLangVersionImage|German}}|| {{CardLangVersionImage|German|d=1}} ||'''+ 2 Karten'''<br>Du darfst eine Aktionskarte aus der Hand ausspielen, von der du keine gleiche im Spiel hast.<br>''(Diese Karte gehört nicht zum Vorrat.)''
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| Teufelchen || || ||
 
|-
 
|-
 
!Japanese
 
!Japanese
| 小悪魔 (pron. ''koakuma'') || || || '''+2 カードを引く'''。 場にないアクションカード1枚を手札から使用してもよい。(このカードはサプライに置かない。)
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| 小悪魔 (pron. ''koakuma'') || || || '''+2 カードを引く'''。 場にないアクションカード1枚を手札から使用してもよい。(このカードはサプライに置かない。)
 
|-
 
|-
 
!Russian
 
!Russian
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}}
 
}}
 
=== Secret History ===
 
=== Secret History ===
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<!--
 
{{Quote
 
{{Quote
|Text=The same as the first version, except for how many copies there are, which I fiddled with as the set ran out of space.
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|Text=
|Name=[[Donald X. Vaccarino]]
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|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]
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}}
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=== Pile size ===
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{{Quote
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|Text=I had the card slot; I could make it blank, that wasn't happening, or add one to one of the non-Supply piles. Adding it to Imp meant there were 13 Imps, which I thought some people would mildly appreciate. That slot could have been a 13th Hex. Then the hexes wouldn't match the Boons, which I don't like; also the Hexes were hard to come by. In retrospect I wouldn't do Hexes at all.
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|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg822793;topicseen#msg822793 Interview with Donald X.]
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|Source=[http://forum.dominionstrategy.com/index.php?topic= The Secret History of the Nocturne Cards]
 
}}
 
}}
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-->
 
{{Navbox Nocturne}}
 
{{Navbox Nocturne}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}

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