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[[Image:Laboratory.jpg|thumb|right|200px|[[Laboratory]], a non-terminal draw card.]] | [[Image:Laboratory.jpg|thumb|right|200px|[[Laboratory]], a non-terminal draw card.]] | ||
− | Cards that can increase your handsize without depleting your number of available Actions are referred to as '''[[non-terminal]] draw''' cards. They make a welcome addition to almost any [[engine]] strategy, in which large handsizes allow you to find and line up your key engine components. | + | Cards that can increase your handsize without depleting your number of available Actions are referred to as '''[[non-terminal]] draw''' cards. They make a welcome addition to almost any [[engine]] strategy, in which large handsizes allow you to find and line up your key engine components. Many of them are helpful in [[Big Money]] strategies as well, but to a lesser degree: the +Action is less important in a [[Treasure]]-heavy Big Money deck, and they typically provide smaller handsizes than [[terminal draw]] cards. |
The simplest [[vanilla]] non-terminal draw card is {{Card|Laboratory}}; cards that have similar effects are therefore sometimes referred to as '''Lab variants'''. | The simplest [[vanilla]] non-terminal draw card is {{Card|Laboratory}}; cards that have similar effects are therefore sometimes referred to as '''Lab variants'''. | ||
− | + | == Lab variants == | |
− | + | These usually draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Some are restricted by only being able to increase handsize in certain circumstances—e.g., in the case of {{Card|Wishing Well}}, if you correctly guess what card is on top of your deck—and if the condition is not met they will be simple [[cantrip|cantrips]]. Cards in italics have been [[Removed cards|removed]]. | |
− | These draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Cards in italics have been [[Removed cards|removed]]. | + | |
* [[Dominion (base set)|Dominion]]: {{Card|Laboratory}} | * [[Dominion (base set)|Dominion]]: {{Card|Laboratory}} | ||
− | * [[Seaside]]: {{ | + | * [[Intrigue]]: {{Card|Wishing Well}} |
+ | * [[Seaside]]: {{Card|Caravan}} | ||
* [[Alchemy]]: {{Card|Alchemist}} | * [[Alchemy]]: {{Card|Alchemist}} | ||
+ | * [[Cornucopia]]: {{Card|Menagerie}}, {{Card|Hunting Party}} | ||
+ | * [[Hinterlands]]: {{Card|Stables}} | ||
* [[Dark Ages]]: {{Card|Madman}} | * [[Dark Ages]]: {{Card|Madman}} | ||
* [[Guilds]]: {{Card|Advisor}} | * [[Guilds]]: {{Card|Advisor}} | ||
− | * [[Adventures]]: {{Card|Lost City}} | + | * [[Adventures]]: {{Card|Lost City}}, {{Card|Storyteller}} |
− | + | * [[Empires]]: {{Card|Encampment}}, {{Card|Archive}} | |
− | * [[ | + | * [[Nocturne]]: {{Card|Den of Sin}} |
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− | + | {{Card|City Quarter}} (from Empires) and {{Card|Cursed Village}} (from Nocturne) draw different numbers of cards depending on what's in your hand, and can often non-terminally increase your handsize. | |
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− | + | === Fringe examples === | |
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These cards are not usually considered Lab variants, but can play that role in some decks: | These cards are not usually considered Lab variants, but can play that role in some decks: | ||
− | * {{Card|Ironmonger}} can act as Lab variants depending on what card is on top of your deck. | + | * ''{{Card|Tribute}}'' and {{Card|Ironmonger}} can act as Lab variants depending on what card is on top of your opponent's deck or your deck. |
* {{Card|Shanty Town}} acts as a Lab variant if you have no [[Action]] cards in hand, but otherwise decreases handsize. | * {{Card|Shanty Town}} acts as a Lab variant if you have no [[Action]] cards in hand, but otherwise decreases handsize. | ||
* {{card|Diplomat}} acts as a Lab variant if your handsize is small, but otherwise is [[terminal]]. | * {{card|Diplomat}} acts as a Lab variant if your handsize is small, but otherwise is [[terminal]]. | ||
− | * {{Card|Native Village}} | + | * {{card|Secret Passage}} is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it. |
− | * | + | * {{Card|Native Village}} and {{Card|Crypt}} both hide away cards, rather than drawing them, but can non-terminally add them to your hand. |
+ | * {{Card|Wharf}}, {{Card|Haunted Woods}}, {{Card|Hireling}} and {{Card|Enchantress}} are terminal when you play them, but have an effect on your next turn(s) resembling non-terminal draw. | ||
+ | ** {{Boon|The River's Gift}} also resembles non-terminal draw. | ||
+ | * {{Card|Apprentice}} provides non-terminal draw if you trash a card costing {{Cost|3}} or more. | ||
+ | * {{Card|City}} provides non-terminal draw if one or more [[supply]] piles are empty. | ||
* {{Card|Crossroads}} provides non-terminal draw the first time you play it on a turn, if there are multiple [[Victory card|Victory cards]] in your hand. | * {{Card|Crossroads}} provides non-terminal draw the first time you play it on a turn, if there are multiple [[Victory card|Victory cards]] in your hand. | ||
* {{Card|Cultist}} is technically terminal, but will allow you to play additional Cultists after it. | * {{Card|Cultist}} is technically terminal, but will allow you to play additional Cultists after it. | ||
+ | * {{Card|Fugitive}} is a non-terminal source of +2 Cards, but its required discard means it maintains handsize, rather than increasing it. | ||
+ | * {{Event|Expedition}} lets you pay for non-terminal draw at the end of your Clean-up phase. | ||
+ | * {{Event|Lost Arts}}, when used on a [[terminal draw]] pile, turns that card into non-terminal draw. | ||
+ | * {{Event|Pathfinding}}, when used on a [[cantrip]] pile, turns that card into non-terminal draw. | ||
+ | * {{Card|City Quarter}} provides non-terminal draw if you have more than one other Action remaining in hand. | ||
+ | * {{Card|Settlers}} and {{Card|Bustling Village}} provide non-terminal draw if the right cards are in your discard pile. | ||
+ | * {{Card|Forum}} is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it. | ||
* {{Card|Imp}} allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is. | * {{Card|Imp}} allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is. | ||
* {{Card|Avanto}} allows you to play a cantrip {{Card|Sauna}} if you have one in your hand after drawing, giving you back the Action you used to play Avanto. | * {{Card|Avanto}} allows you to play a cantrip {{Card|Sauna}} if you have one in your hand after drawing, giving you back the Action you used to play Avanto. | ||
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− | === | + | === Specific-card drawers === |
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− | + | These non-terminal cards only draw cards of a specific [[type]] or other category, and increase handsize if they find such cards. | |
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− | + | * ''{{Card|Scout}}'' draws Victory cards. | |
− | + | * {{Card|Apothecary}} draws {{Card|Copper|Coppers}} and {{Card|Potion|Potions}}. | |
− | {{ | + | * {{Card|Scrying Pool}} draws Actions. |
− | + | * {{Card|Vagrant}} draws more or less [[dead]] cards. | |
− | + | * {{Card|Magpie}} draws [[Treasure|Treasures]]. | |
− | {{ | + | * {{Card|Settlers}} draws Coppers from your discard pile. |
− | + | * {{Card|Bustling Village}} draws Settlers from your discard pile. | |
− | + | * {{card|Patrician}} draws cards costing {{cost|5}} or more. | |
− | {{ | + | * {{card|Will-o'-Wisp}} draws cards costing {{cost|2}} or less. |
{{Navbox card categories}} | {{Navbox card categories}} | ||
[[Category:Terminality]] | [[Category:Terminality]] |