Margrave
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|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards] | ||
}} | }} | ||
+ | === Retrospective === | ||
+ | {{Quote | ||
+ | |Text=For me another thing that stands out is, that in multiplayer, you always line up your village and Margrave. I mean you draw your hand, and you don't have village Margrave, damn. And the next player plays village Margrave village Margrave, and you get to dig through some cards. And the next player does it too, and so does the next, so when it's your turn, you at last have your village Margrave draw, so you get to do it too. So we all always do it. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=18337.msg749546#msg749546 Fix the worst cards] | ||
+ | }} | ||
+ | {{Quote | ||
+ | |Text=Margrave got +1 Buy because something in the set needed +1 Buy and that looked like a reasonable spot at the time. | ||
+ | In general getting two engine pieces from one card is a problem; those are significant cards. Some cards will have to do that but I want to be careful with them. I definitely don't want two engine pieces and also it attacks. | ||
+ | |||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=18337.msg749435#msg749435 Fix the worst cards] | ||
+ | }} | ||
{{Navbox Hinterlands}} | {{Navbox Hinterlands}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 23:18, 20 April 2021
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Margrave | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Joshua Stewart |
Card text | |
+3 Card +1 Buy Each other player draws a card, then discards down to 3 cards in hand. |
Margrave is an Action–Attack from Hinterlands. Margrave's attack generally hurts your opponents less than other discard attacks, and subsequent plays actually help them. However, +3 Cards and +Buy are very nice benefits for both Big Money and engines when played in moderation.
Contents |
FAQ
Official FAQ
- Drawing a card is not optional for the other players.
- A player who only has 3 cards or fewer after drawing does not discard.
Other Rules clarifications
- If the card they draw is a Reaction that triggers on an attack (such as Moat or Caravan Guard), they cannot use it (but they can keep it in their hand to use against a future attack).
Strategy Article
Margrave is a great card for Big Money decks. It combines the general speed of Smithy's card draw, the attack of Militia (almost), oh and it throws in a +buy just in case you need it. It's generally OK to over-invest in Margrave a little bit, especially if your opponent also buys them. You could certainly buy 3, maybe 4, where you'd only want 1 to 2 Smithies, as hitting with the attack becomes a bit more important than the chance of terminal collision.
In engines, Margrave is a trickier beast. Generally the first Margrave will hurt the opponent, but repeated plays of the card can only help, especially if only 3 cards are needed to really kick off an engine. If Margrave is the only card draw, then you likely just have to realize the attack won't do much. But if you can find card draw elsewhere, adding just one or two Margraves for the buy and attack is likely the best move.
Synergies/Combos
- Big Money
- Opponents' Alchemists
- Masquerade
Antisynergies
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+3 Cards. +1 Buy. Each other player draws a card, then discards down to 3 cards in hand. | Hinterlands 1st Edition | October 2011 | ||
+3 Cards. +1 Buy. Each other player draws a card, then discards down to 3 cards in hand. | Hinterlands 2nd Edition | December 2016 |
Other language versions
Trivia
Secret History
Retrospective