Siren
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|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg899651#msg899651 Interview with Donald X.] | |Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg899651#msg899651 Interview with Donald X.] | ||
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+ | {{Quote|Text= | ||
+ | I wouldn't possibly have said "additional costs must be paid to gain cards" or what have you; when you gain a card directly, you aren't paying the cost, and man let's not confuse those things. | ||
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+ | The best way to do an additional cost is to make a symbol for it and put it right in the cost, like {{Cost|P}}. I've considered that family of mechanics, for different costs. Then of course you couldn't {{Card|Workshop}} it. So far I haven't felt like I was getting enough there, relative to how confusing symbols in the cost have turned out to be. | ||
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+ | I could have just added "first" to get rid of a bunch of the combos and thus confusion associated with them. Somehow I didn't. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg899714#msg899714 Interview with Donald X.] | ||
}} | }} | ||
{{Navbox Plunder}} | {{Navbox Plunder}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 21:36, 12 January 2023
Siren | |
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Info | |
Cost | |
Type(s) | Action - Duration - Attack |
Kingdom card? | Yes |
Set | Plunder |
Illustrator(s) | Marcel-André Casasola Merkle |
Card text | |
Each other player gains a Curse. At the start of your next turn, draw until you have 8 cards in hand. When you gain this, trash it unless you trash an Action from your hand. |
Siren is an Action-Duration-Attack card from Plunder. It is an inexpensive curser and source of duration draw; its low cost is offset by the fact that you ordinarily have to trash an Action card to keep it once you've gained it. Occasionally, loopholes involving the stop-moving rule can allow you to get around that requirement.
Contents |
FAQ
Official FAQ
- When you gain a Siren, it's immediately trashed unless you trash an Action card from your hand.
- However if you manage to move the Siren from where it was gained (whether it was gained to your discard pile or somewhere else) before resolving this ability - for example putting it on top of your deck with Insignia - then it will fail to be trashed (though you can still trash an Action card if you want).
Other rules clarifications
- If you have an Action in hand, you can decline to trash it, just to trash the Siren. This can be useful for triggering when-trash effects (such as Sewers or Market Square).
- Some effects (e.g., Rush) can move a gained Siren; the Siren loses track of itself, and it can't trash itself. However, some effects (e.g., Spell Scroll) aren't able to move a gained Siren in time; the Siren trashes itself, and then the Spell Scroll can't play it.
Strategy
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Rules
Many tricks around dodging Siren's self-trashing effect require knowledge of the stop-moving rule, and paying attention to how specific cards are phrased.
At some point, when I've got a cool card on my hands and you can say, "but these interactions require you to know the stop moving rule," I throw my hands in the air and say, "15th expansion!" It's the 15th expansion. The cards have to keep doing new things. This is what happens.
Maybe there is a phrasing that better does the concept, with less rules knowledge invoked. When you look for it, make sure to avoid "would," and try to keep the text fitting on the card in that font size.
The best way to do an additional cost is to make a symbol for it and put it right in the cost, like Workshop it. So far I haven't felt like I was getting enough there, relative to how confusing symbols in the cost have turned out to be.
I could have just added "first" to get rid of a bunch of the combos and thus confusion associated with them. Somehow I didn't. . I've considered that family of mechanics, for different costs. Then of course you couldn't