Non-terminal draw

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m (List of non-terminal draw cards)
(List of non-terminal draw cards: Stables is conditional)
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* [[Seaside]]: {{card|Tide Pools}}
 
* [[Seaside]]: {{card|Tide Pools}}
 
* [[Alchemy]]: {{Card|Alchemist}}
 
* [[Alchemy]]: {{Card|Alchemist}}
* [[Hinterlands]]: {{Card|Stables}}
 
 
* [[Dark Ages]]: {{Card|Madman}}
 
* [[Dark Ages]]: {{Card|Madman}}
 
* [[Guilds]]: {{Card|Advisor}}
 
* [[Guilds]]: {{Card|Advisor}}
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* [[Prosperity]]: {{Card|City}} -- Only if a [[supply]] pile is empty.
 
* [[Prosperity]]: {{Card|City}} -- Only if a [[supply]] pile is empty.
 
* [[Cornucopia]]: {{Card|Menagerie}} -- Only if you have no duplicate cards in hand.
 
* [[Cornucopia]]: {{Card|Menagerie}} -- Only if you have no duplicate cards in hand.
 +
* [[Hinterlands]]: {{Card|Stables}} -- If you can discard a Treasure from your hand.
 
* [[Adventures]]: {{Card|Storyteller}} -- You need to have {{cost}} to spend to increase your handsize.
 
* [[Adventures]]: {{Card|Storyteller}} -- You need to have {{cost}} to spend to increase your handsize.
 
* [[Adventures]]: {{Card|Teacher}}, {{Event|Lost Arts}}, {{Event|Pathfinding}} can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets.
 
* [[Adventures]]: {{Card|Teacher}}, {{Event|Lost Arts}}, {{Event|Pathfinding}} can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets.

Revision as of 14:48, 2 February 2023

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.

The simplest vanilla non-terminal draw card is LaboratoryLaboratory.jpg; cards that have similar effects are therefore sometimes referred to as Lab variants.

Non-terminal draw is closely related to duration draw: playing a duration-draw card on one turn provides an effect similar to playing a non-terminal draw card on your next turn.

Contents

List of non-terminal draw cards

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.

Conditional effects

These cards are restricted by only being able to increase handsize in certain circumstances; if the condition is not met, most will be simple cantrips, or even reduce handsize.

Specific-card drawers

A subset of conditional non-terminal draw. These non-terminal cards only draw cards of a specific type or other category, and increase handsize if they find such cards.

Non-terminal duration draw

These non-terminal cards increase handsize on future turns, not immediately.

Unreliable non-terminal draw

These cards are not usually considered Lab variants, but can play that role in some decks:

  • IronmongerIronmonger.jpg can act as Lab variants depending on what card is on top of your deck.
  • Shanty TownShanty Town.jpg acts as a Lab variant if you have no Action cards in hand, but otherwise decreases handsize.
  • DiplomatDiplomat.jpg acts as a Lab variant if your handsize is small, but otherwise is terminal.
  • Native VillageNative Village.jpg hides away cards, rather than drawing them, but can non-terminally add them to your hand.
  • CrossroadsCrossroads.jpg provides non-terminal draw the first time you play it on a turn, if there are multiple Victory cards in your hand.
  • CultistCultist.jpg is technically terminal, but will allow you to play additional Cultists after it.
  • ImpImp.jpg 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.
  • AvantoAvanto.jpg allows you to play a cantrip SaunaSauna.jpg if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
  • SheepdogSheepdog.jpg can provide draw without using up an Action if you gain a card while you have it in hand.
  • GoatherdGoatherd.jpg provides non-terminal draw if your opponent trashed multiple cards on their last turn.
  • EmissaryEmissary.jpg is only non-terminal if it makes you shuffle while drawing.

Related cards

These cards draw multiple cards but overall only maintain handsize rather than increasing it.

  • Secret PassageSecret Passage.jpg 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.
  • FugitiveFugitive.jpg is a non-terminal source of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
  • ForumForum.jpg is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
  • RecruiterRecruiter.jpg gives you Villagers if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize.

Gallery

Unconditional

Archive.jpgAdvisor.jpgAlchemist.jpgCaravan.jpgDen of Sin.jpgDestrier.jpgDistant Shore.jpgEncampment.jpgExperiment.jpgGovernor.jpgHorse.jpgLaboratory.jpgLich.jpgLost City.jpgMadman.jpgSibyl.jpgStables.jpgWay of the Horse.jpg

Conditional

Apprentice.jpgBattle Plan.jpgCapital City.jpgCity.jpgCity Quarter.jpgCursed Village.jpgMenagerie.jpgStoryteller.jpgTeacher.jpgTide Pools.jpgWishing Well.jpgLost Arts.jpgPathfinding.jpg

Only specific cards

Apothecary.jpgBustling Village.jpgHunter.jpgHunting Party.jpgMagpie.jpgPatrician.jpgScrying Pool.jpgSea Chart.jpgSeer.jpgSettlers.jpgVagrant.jpgWill-o'-Wisp.jpg


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