Latest revision |
Your text |
Line 1: |
Line 1: |
| + | {{Improve}} |
| + | |
| {{Infobox Card | | {{Infobox Card |
| |name = Sanctuary | | |name = Sanctuary |
Line 16: |
Line 18: |
| | | |
| == Strategy == | | == Strategy == |
− | Sanctuary is a powerful card that combines a useful [[deck control]] effect with an additional [[Buy]], both of which promote [[engine]]-building. As a [[cantrip]], it doesn’t get in the way of other cards, and multiple copies can be played easily.
| |
− |
| |
− | Generating {{Cost|5}} to buy an early Sanctuary is often a priority so that you can start [[Exile|Exiling]] your [[junk]] cards. In the early game, the fact that it’s a cantrip whose [[thinning]] effect is optional is particularly useful, as it gives you more [[cycling]] and a larger hand size than many other [[trasher]]s, often allowing you to hit slightly higher pricepoints. Depending on the [[Kingdom]] (e.g. the nature of the [[payload]] and [[draw]], the strength of the competition at {{Cost|5}}, and the presence or absence of other sources of [[gainer|gains]]), another Sanctuary is likely to become useful in the mid-game and adding more copies than that may not be unreasonable.
| |
− |
| |
− | The fact that Exiling your {{Card|Estate|Estates}} rather than trashing them allows you to keep your starting {{VP}} isn’t usually important. This means that it’s unlikely to be worth skipping a fast trasher such as {{Card|Chapel}} in the hope of being able to Sanctuary your {{Card|Estate|Estates}} away instead, and it may not be worth choosing Sanctuary in the early game over a trasher with a better benefit than its effective {{VP|1}}, such as the {{Cost|1}} from {{Card|Junk Dealer}}. However, the ability to remove more valuable [[Victory]] cards from your drawable deck while keeping the {{VP}} has a much more significant impact. Like other Exilers, Sanctuary can encourage earlier and more gradual [[greening]] than usual — especially because it also makes +Buy relatively easy to come by, which opens up the possibility of beginning to accumulate {{VP}} while continuing to ramp up payload. A minimal [[golden deck]] (e.g. Sanctuary, two {{Card|Gold|Golds}} and a {{Card|Silver}} to Exile a {{Card|Province}} and gain another every turn) is technically possible, but is not usually the best available strategy, because Kingdoms with Sanctuary tend to offer the option of building to gain much more than {{VP|6}} per turn. However, a smoothly-running engine with Sanctuary is often functionally close to a larger golden deck in the late game, Exiling as many Victory cards as it adds each turn.
| |
− |
| |
− | As a cantrip providing +Buy, Sanctuary synergises well with [[cost reduction]], as you can easily accumulate multiple Buys to take advantage of the reduced costs. Sanctuary’s presence in a Kingdom also guarantees some degree of deck control, which many providers of cost reduction such as {{Card|Highway}} appreciate.
| |
| | | |
| == Versions == | | == Versions == |