Soothsayer
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|Source=[http://forum.dominionstrategy.com/index.php?topic=8557 The Secret History of the Guild Cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=8557 The Secret History of the Guild Cards] | ||
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Revision as of 16:46, 13 December 2013
Soothsayer | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Guilds |
Illustrator(s) | Alayna Lemmer |
Card text | |
Gain a Gold. Each other player gains a Curse. Each player who did draws a card. |
Soothsayer is an Action–Attack card from Guilds. It is a curser whose attack is mitigated by increasing the handsize of anyone who receives a Curse.
Contents |
FAQ
Official FAQ
- The Gold and Curses come from the Supply and go into discard piles. If there is no Gold left, you do not gain one. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to your left.
- Each player who gained a Curse draws a card. This is not optional.
- A player who did not gain a Curse, whether due to the Curses running out or due to some other reason, does not draw a card.
- A player who uses Watchtower (from Dominion: Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Dominion: Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card.
Strategy Article
Trivia
It is notable in being the only Curser card that does not reflect the theme of its expansion.
Secret History
I had tried "gain a Gold, they gain a Curse" in Alchemy, but it was a poor fit for a card with potion in the cost. I tried it out again here with the Council Room penalty. It worked fine, but some people complained about how bad the card got when the Curses ran out. Wei-Hwa suggested having it not give them a card unless they got a Curse, and there you have it.