Non-terminal draw
(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 | + | 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| | + | * [[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]]: | + | * [[Empires]]: {{Card|Encampment}} |
− | + | ||
* [[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=== | ||
+ | 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. | ||
− | |||
* [[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 | + | * [[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. | ||
+ | |||
+ | * [[Seaside]]: {{card|Caravan}} | ||
+ | * [[Empires]]: {{card|Archive}} | ||
+ | * [[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}} | + | * {{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
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 Laboratory; 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.
- Dominion: Laboratory
- Seaside: Tide Pools
- Alchemy: Alchemist
- Hinterlands: Stables
- Dark Ages: Madman
- Guilds: Advisor
- Adventures: Lost City
- Empires: Encampment
- Renaissance: Experiment
- Menagerie: Destrier, Horse, Way of the Horse
- Allies: Distant Shore, Lich, Sibyl
- Promos: Governor
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.
- Intrigue: Wishing Well -- you need to guess the top card of your deck after drawing one card to draw another one.
- Alchemy: Apprentice provides non-terminal draw if you trash a card costing or more.
- Prosperity: City -- Only if a supply pile is empty.
- Cornucopia: Menagerie -- Only if you have no duplicate cards in hand.
- Adventures: Storyteller -- You need to have to spend to increase your handsize.
- Adventures: Teacher, Lost Arts, Pathfinding can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets.
- Empires: City Quarter -- Variable amount of draw. You need at least two other Action cards in hand to increase your handsize.
- Nocturne: Cursed Village -- Variable amount of draw. Only increases handsize from a sufficiently small starting handsize.
- Allies: Capital City -- You need to have generated before.
- Allies: Battle Plan -- If you can reveal an Attack card from your hand.
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.
- Scout draws Victory cards.
- Sea Chart draws a card you already have in play.
- Apothecary draws Coppers and Potions.
- Scrying Pool draws Actions.
- Hunting Party digs for a card not already in your hand.
- Vagrant draws certain junk cards.
- Magpie draws Treasures.
- Settlers draws Coppers from your discard pile.
- Bustling Village draws Settlers from your discard pile.
- Patrician draws cards costing or more.
- Will-o'-Wisp draws cards costing or less.
- Seer draws cards costing from to .
- Hunter draws cards of different types.
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:
- Ironmonger can act as Lab variants depending on what card is on top of your deck.
- Shanty Town acts as a Lab variant if you have no Action cards in hand, but otherwise decreases handsize.
- Diplomat acts as a Lab variant if your handsize is small, but otherwise is terminal.
- Native Village hides away cards, rather than drawing them, but can non-terminally add them to your hand.
- Crossroads provides non-terminal draw the first time you play it on a turn, if there are multiple Victory cards in your hand.
- Cultist is technically terminal, but will allow you to play additional Cultists after it.
- 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.
- Avanto allows you to play a cantrip Sauna if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
- Sheepdog can provide draw without using up an Action if you gain a card while you have it in hand.
- Goatherd provides non-terminal draw if your opponent trashed multiple cards on their last turn.
- Emissary 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 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.
- Fugitive is a non-terminal source of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
- Forum is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
- Recruiter 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.