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Revision as of 16:33, 16 August 2019
Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.
- If the top card of your deck is a Treasure, it goes into your hand.
- If the card is not a Treasure, leave it on top of your deck.
- If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything.
- If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card.
There is no strategy article for Magpie, but the card has been discussed on the forum.
Magpie is a very strong card. In spite of being relatively new, and in spite of there being no experience with Adventures in an online environment at the time, Magpie already ranks 5th among cards in the List of Cards by Qvist Rankings from late 2015, just below Jack of all Trades. Like a couple of other power cards, such as Tournament and Ironmonger, it helps you hit on the second shuffle without needing any Silver.
Magpie's "Laboratory for Treasures" ability is pretty nice, making it a sort of more satisfying Vagrant. Furthermore, its self-gaining ability means that even if you buy just one, you will usually quickly end up with multiple Magpies in your deck. This usually allows you to draw your entire deck with minimal support. All of this together means Magpie doesn't mind you adding Treasures to your deck, in contrast to most other engine strategies, which usually prefer alternate means of fielding . Magpie's self-gaining ability also means that its pile will typically empty fairly quickly, making it easier to go for a three-pile ending.
While Magpie looks similar to Rats at first glance, it is actually very different in practice. Rats forces you to trash a card, meaning it often actively hurts your deck as it gets slowly taken over by Rats. Magpie, on the other hand, at worst just hurts itself by lowering your Treasure density, but it won't actually trash anything. In many cases, though, you don't really mind: getting more Magpies may just be exactly what you want. In many cases you're actually hoping for Magpie to miss the Treasure, and if you fail to miss, you might even end up buying additional Magpies.
The presence of the bonus tokens, given out by Pathfinding, Lost Arts, Training, Seaway and Teacher, is also a huge boon for Magpie. Any of these vanilla bonuses makes Magpie an extremely strong Laboratory, Village or Peddler variant that gains copies of itself.
With two Magpies and a Watchtower in hand, it's possible to run out the entire Magpie pile in one turn, as long as the second-to-the-top card of your deck is an Action or Victory card.
- Pathfinding, Lost Arts, Training, Seaway and Teacher give out very valuable bonus tokens
- Inheritance: turn Estate into Magpies
- Storyteller: draw Treasures with Magpie, change them into draw with Storyteller
- Hybrid engine/money strategies, involving cards such as Jack of all Trades, Governor, and kingdom treasures like Counterfeit, Treasure Trove or Relic
- Knowing the top 2 cards of your deck: Apothecary, Cartographer, opponents' Ghost Ship (also Scout but Scout is usually very weak)
- Strong (Treasure) trashing: Chapel and friends, Mint
- Poor House
- Grand Market
- Engines that rely on virtual money, such as Conspirator chains
|+1 Card. +1 Action. Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.||Adventures 1st Edition||April 2015|
|+1 Card. +1 Action. Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.||Adventures 2nd Edition||August 2017|
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