Non-terminal draw

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(Reorganized card list.)
(List of non-terminal draw cards: duration draw is different; Sea Chart is not conditional)
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== List of non-terminal draw cards ==
 
== List of non-terminal draw cards ==
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]].
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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]]: {{card|Caravan}} (partially delayed, only a [[cantrip]] on the turn it is played)
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* [[Seaside]]: {{card|Tide Pools}}
 
* [[Alchemy]]: {{Card|Alchemist}}
 
* [[Alchemy]]: {{Card|Alchemist}}
 
* [[Hinterlands]]: {{Card|Stables}}
 
* [[Hinterlands]]: {{Card|Stables}}
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* [[Guilds]]: {{Card|Advisor}}
 
* [[Guilds]]: {{Card|Advisor}}
 
* [[Adventures]]: {{Card|Lost City}}
 
* [[Adventures]]: {{Card|Lost City}}
* [[Empires]]: {{card|Archive}} (partially delayed, only a [[cantrip]] on the turn it is played),{{Card|Encampment}}
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* [[Empires]]: {{Card|Encampment}}
* [[Nocturne]]: {{card|Den of Sin}} (delayed)
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* [[Renaissance]]: {{Card|Experiment}}
 
* [[Renaissance]]: {{Card|Experiment}}
 
* [[Menagerie (expansion)|Menagerie]]: {{card|Destrier}}, {{card|Horse}}, {{way|Way of the Horse}}
 
* [[Menagerie (expansion)|Menagerie]]: {{card|Destrier}}, {{card|Horse}}, {{way|Way of the Horse}}
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===Conditional effects===
 
===Conditional effects===
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These cards are restricted by only being able to increase handsize in certain circumstances; if the condition is not met, most will be simple [[cantrip|cantrips]], or even reduce handsize.
 +
 
* [[Intrigue]]: {{Card|Wishing Well}} -- you need to guess the top card of your deck after drawing one card to draw another one.
 
* [[Intrigue]]: {{Card|Wishing Well}} -- you need to guess the top card of your deck after drawing one card to draw another one.
* [[Seaside]]: {{card|Tide Pools}} -- Non-terminal draw on the card it is played but does not increase handsize overall unless it is played on the last turn of the game.
 
 
* [[Alchemy]]: {{Card|Apprentice}} provides non-terminal draw if you trash a card costing {{Cost|3}} or more.
 
* [[Alchemy]]: {{Card|Apprentice}} provides non-terminal draw if you trash a card costing {{Cost|3}} or more.
 
* [[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.
* [[Adventures]]: {{Card|Storyteller}} -- You need to play suitable [[Treasure]]s to increase your handsize.
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* [[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.
 
* [[Empires]]: {{Card|City Quarter}} -- Variable amount of draw. You need at least two other [[Action]] cards in hand to increase your handsize.
 
* [[Empires]]: {{Card|City Quarter}} -- Variable amount of draw. You need at least two other [[Action]] cards in hand to increase your handsize.
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* {{Card|Seer}} draws cards costing from {{Cost|2}} to {{Cost|4}}.
 
* {{Card|Seer}} draws cards costing from {{Cost|2}} to {{Cost|4}}.
 
* {{card|Hunter}} draws cards of ''different'' types.
 
* {{card|Hunter}} draws cards of ''different'' types.
 +
 +
=== Non-terminal duration draw ===
 +
 +
These non-terminal cards [[duration draw|increase handsize on future turns]], not immediately.
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 +
* [[Seaside]]: {{card|Caravan}}
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* [[Empires]]: {{card|Archive}}
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* [[Nocturne]]: {{card|Den of Sin}}, {{Card|Crypt}}
  
 
=== Unreliable non-terminal draw ===
 
=== Unreliable non-terminal draw ===
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* {{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}} and {{Card|Crypt}} both hide away cards, rather than drawing them, but can non-terminally add them to your hand.
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* {{Card|Native Village}} hides away cards, rather than drawing them, but can non-terminally add them to 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|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.

Revision as of 16:28, 8 July 2022

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.



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