Sheepdog
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− | '''Sheepdog''' is an [[Action]]-[[Reaction]] card from [[Menagerie (expansion)|Menagerie]]. | + | '''Sheepdog''' is an [[Action]]-[[Reaction]] card from [[Menagerie (expansion)|Menagerie]]. On its own it only provides weak [[terminal draw]], but it is far more powerful with effects that can trigger its Reaction: playing itself without consuming an action when you gain a card. |
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
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* Remember that when you buy a card, you can no longer play [[Treasure]]s in that [[Buy phase]]. | * Remember that when you buy a card, you can no longer play [[Treasure]]s in that [[Buy phase]]. | ||
* If you gain a Sheepdog to your hand - such as via {{Card|Falconer}} - you can react to that gain and play the Sheepdog. | * If you gain a Sheepdog to your hand - such as via {{Card|Falconer}} - you can react to that gain and play the Sheepdog. | ||
+ | * See the [[Reaction#Rules|Reactions section]]. | ||
=== Other Rules clarifications === | === Other Rules clarifications === | ||
* If you gain a card with a "when you gain" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain {{Card|Hostelry}}, you can choose to discard Treasures for {{Card|Horse}}s before or after reacting with Sheepdog | * If you gain a card with a "when you gain" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain {{Card|Hostelry}}, you can choose to discard Treasures for {{Card|Horse}}s before or after reacting with Sheepdog | ||
== Strategy == | == Strategy == | ||
− | + | Sheepdog’s strength varies drastically depending on whether the [[Kingdom]] has [[gainer]]s, and because many gainers and Sheepdog itself are [[terminal]], [[village (card category)|villages]]. When you [[collision|collide]] it with a gainer, Sheepdog is effectively [[non-terminal draw]], as Reacting and playing it does not consume an Action. This often enables [[gain-and-play]] scenarios. Without a gainer in the Kingdom, Sheepdog is just a weak [[terminal draw]] card, and the only time you can React it is likely to be after buying and gaining a card, and you likely cannot play those cards drawn. | |
− | + | ||
− | + | Sheepdog synergizes particularly well with several different types of gainers. Cards that can gain Sheepdog to your hand are especially notable, as you can then immediately react the gained Sheepdog to its own gain. This allows gainers such as {{Card|Sculptor}} and {{Card|Falconer}} to act as draw this turn, while also adding a good card in Sheepdog to your deck for future explosive turns. With village support, you can repeat this process, often gaining a large number of Sheepdogs all at once. Sheepdog also works well with gainers that are themselves non-terminal and can gain more copies of Sheepdog. {{Card|Ironworks}} and {{Card|University}} are good examples of such, and appreciate Sheepdog’s draw being [[stop card]]s themselves. | |
+ | |||
+ | Because Sheepdog is reliant both on collision and on having other supporting cards in your deck, you’ll typically want to get [[deck control]] and gainers first, often [[thinning]] your starting cards and using your gainers to add Sheepdogs in the midgame. | ||
+ | |||
+ | Because you can React and play Sheepdog without using an Action, Sheepdog is particularly useful with certain [[Way]]s. With the non-terminal Ways, it can effectively act as a village. For example, if you play a terminal gainer and react a Sheepdog using {{Way|Way of the Pig}}, you have used up net zero Actions, and can play another terminal afterwards. Sheepdog also works well with {{Way|Way of the Squirrel}}, as you can react Sheepdogs to a card you buy during the Buy phase, producing a somewhat similar effect to a {{Card|Den of Sin}} that you can play every turn. | ||
+ | |||
+ | Sheepdog can be somewhat useful, if unreliable, against [[junker]]s, as you’re reliant both on your opponents playing their junker and finding a Sheepdog in your starting hand. If you already plan to gain Sheepdogs because you already have villages and gainers this can be a nice additional effect, but if you do not, getting Sheepdogs to try and counteract a junker is usually unwise due to [[terminal space]] concerns. | ||
+ | |||
+ | ===External strategy articles=== | ||
+ | ''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.'' | ||
+ | * [https://docs.google.com/presentation/d/12w0O9z52NRStLkm4qveni5N9BPd48ArXjVy7GL9Wo2w/edit?usp=sharing slides from 2021 coaching session] | ||
== Versions == | == Versions == | ||
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! Print !! Digital !! Text !! Release !! Date | ! Print !! Digital !! Text !! Release !! Date | ||
|- | |- | ||
− | | {{CardVersionImage|Sheepdog|Sheepdog}} || {{CardLangVersionImage|d=1}} || '''+2 Cards''' | + | | {{CardVersionImage|Sheepdog|Sheepdog}} || {{CardLangVersionImage|d=1}} || '''+2 Cards'''<hr style="width:66%;text-align:center;margin-left:17%;">When you gain a card, you may play this from your hand. || Menagerie || March 2020 |
|} | |} | ||
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{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
! Language !! Name !! Print !! Digital !! Text !! Notes | ! Language !! Name !! Print !! Digital !! Text !! Notes | ||
+ | |- | ||
+ | ! Dutch | ||
+ | | Herdershond || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=s}} || '''+2 Kaarten'''{{Divline}}Als je een kaart pakt, mag je de<br>Hedershond uit je hand spelen. || (2020) | ||
|- | |- | ||
!German | !German | ||
− | | Hirtenhund | + | | Hirtenhund || [[File:Sheepdog.German.png|100px|German language Sheepdog 2020 by ASS]] || {{CardLangVersionImage|German|d=1}} ||'''+2 Karten'''<hr style="width:66%;text-align:center;margin-left:17%;">Wenn du eine Karte nimmst, darfst du diese Karte aus deiner Hand spielen. || (2020) |
|- | |- | ||
!Japanese | !Japanese | ||
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}} | }} | ||
=== Secret History === | === Secret History === | ||
+ | For strumphf's 2022 advent calendar, Donald X. [https://youtu.be/CszXfnDFeV0?t=12 went in-depth on the development] of Sheepdog. | ||
{{Quote | {{Quote | ||
|Text=This has two origins. One is a [[treasure]] from {{Set|Empires}} that had +1 Buy and gave you +{{Cost|1}} per Buy you had. I thought there was something there, and tried a new version, an [[action]] that gave you +{{Cost|1}} per card you gained that turn. Some people liked it but man the math was too much to ask of people. No really, it was bad. I tried multiple versions trying to fix it up and make it fair, some of which could also count trashes. I tried versions that [[Triggered effects|triggered]] at one point in the turn. I switched to [[reaction]]s and card-drawing (no math there) and was making progress. Now it resembled an outtake from {{Set|Renaissance}}, that gave you +1 Card +1 Action when gaining a card, and some versions of this did just that. I got a version that seemed promising but had a bad wording - it wasn't trivial to communicate that you could [[reveal]] a copy for each gain, but not multiple copies for one gain. I tried it as draw-to-6 - now I didn't need to limit you to one use because it was naturally limited. Again I thought maybe this would do the trick, but more testing suggested it wasn't there. I came up with a few directions and one of them was Sheepdog. It's sleek and pretty and a delight. Sometimes it takes a while to get there. | |Text=This has two origins. One is a [[treasure]] from {{Set|Empires}} that had +1 Buy and gave you +{{Cost|1}} per Buy you had. I thought there was something there, and tried a new version, an [[action]] that gave you +{{Cost|1}} per card you gained that turn. Some people liked it but man the math was too much to ask of people. No really, it was bad. I tried multiple versions trying to fix it up and make it fair, some of which could also count trashes. I tried versions that [[Triggered effects|triggered]] at one point in the turn. I switched to [[reaction]]s and card-drawing (no math there) and was making progress. Now it resembled an outtake from {{Set|Renaissance}}, that gave you +1 Card +1 Action when gaining a card, and some versions of this did just that. I got a version that seemed promising but had a bad wording - it wasn't trivial to communicate that you could [[reveal]] a copy for each gain, but not multiple copies for one gain. I tried it as draw-to-6 - now I didn't need to limit you to one use because it was naturally limited. Again I thought maybe this would do the trick, but more testing suggested it wasn't there. I came up with a few directions and one of them was Sheepdog. It's sleek and pretty and a delight. Sometimes it takes a while to get there. | ||
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|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie] | |Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie] | ||
}} | }} | ||
+ | === Name === | ||
+ | Like the other {{Card|Faithful Hound|blue dog}}, using its reaction gives net +1 card without costing an action, making equivalent to a {{Card|Laboratory|Lab}} (Labrador). | ||
{{Navbox Menagerie}} | {{Navbox Menagerie}} | ||
{{Navbox Cards}} | {{Navbox Cards}} | ||
[[Category:Animals]] | [[Category:Animals]] |
Latest revision as of 05:17, 12 January 2024
Sheepdog | |
---|---|
Info | |
Cost | |
Type(s) | Action - Reaction |
Kingdom card? | Yes |
Set | Menagerie |
Illustrator(s) | Claus Stephan |
Card text | |
+2 Cards When you gain a card, you may play this from your hand. |
Sheepdog is an Action-Reaction card from Menagerie. On its own it only provides weak terminal draw, but it is far more powerful with effects that can trigger its Reaction: playing itself without consuming an action when you gain a card.
Contents |
[edit] FAQ
[edit] Official FAQ
- You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.
- Remember that when you buy a card, you can no longer play Treasures in that Buy phase.
- If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.
- See the Reactions section.
[edit] Other Rules clarifications
- If you gain a card with a "when you gain" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog
[edit] Strategy
Sheepdog’s strength varies drastically depending on whether the Kingdom has gainers, and because many gainers and Sheepdog itself are terminal, villages. When you collide it with a gainer, Sheepdog is effectively non-terminal draw, as Reacting and playing it does not consume an Action. This often enables gain-and-play scenarios. Without a gainer in the Kingdom, Sheepdog is just a weak terminal draw card, and the only time you can React it is likely to be after buying and gaining a card, and you likely cannot play those cards drawn.
Sheepdog synergizes particularly well with several different types of gainers. Cards that can gain Sheepdog to your hand are especially notable, as you can then immediately react the gained Sheepdog to its own gain. This allows gainers such as Sculptor and Falconer to act as draw this turn, while also adding a good card in Sheepdog to your deck for future explosive turns. With village support, you can repeat this process, often gaining a large number of Sheepdogs all at once. Sheepdog also works well with gainers that are themselves non-terminal and can gain more copies of Sheepdog. Ironworks and University are good examples of such, and appreciate Sheepdog’s draw being stop cards themselves.
Because Sheepdog is reliant both on collision and on having other supporting cards in your deck, you’ll typically want to get deck control and gainers first, often thinning your starting cards and using your gainers to add Sheepdogs in the midgame.
Because you can React and play Sheepdog without using an Action, Sheepdog is particularly useful with certain Ways. With the non-terminal Ways, it can effectively act as a village. For example, if you play a terminal gainer and react a Sheepdog using Way of the Pig, you have used up net zero Actions, and can play another terminal afterwards. Sheepdog also works well with Way of the Squirrel, as you can react Sheepdogs to a card you buy during the Buy phase, producing a somewhat similar effect to a Den of Sin that you can play every turn.
Sheepdog can be somewhat useful, if unreliable, against junkers, as you’re reliant both on your opponents playing their junker and finding a Sheepdog in your starting hand. If you already plan to gain Sheepdogs because you already have villages and gainers this can be a nice additional effect, but if you do not, getting Sheepdogs to try and counteract a junker is usually unwise due to terminal space concerns.
[edit] External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+2 Cards When you gain a card, you may play this from your hand. |
Menagerie | March 2020 |
[edit] Other language versions
[edit] Trivia
[edit] Preview
[edit] Secret History
For strumphf's 2022 advent calendar, Donald X. went in-depth on the development of Sheepdog.
[edit] Name
Like the other blue dog, using its reaction gives net +1 card without costing an action, making equivalent to a Lab (Labrador).