Terminal

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Terminals that provide draw support, such as the {{Card|Smithy}} and {{Card|Council Room}}, form an important class of terminals known as [[terminal draw]].  Caution must be exercised with such terminals, as they make it possible to draw Action cards [[dead]]—i.e., without enough actions to use them.  This pitfall must be considered when optimizing the action-density of a deck with terminal draw (e.g. [[Big Money]] variants). (While {{Card|Library}} and {{Card|Courtyard}} avoid this pitfall, they are nevertheless draw terminals.)
 
Terminals that provide draw support, such as the {{Card|Smithy}} and {{Card|Council Room}}, form an important class of terminals known as [[terminal draw]].  Caution must be exercised with such terminals, as they make it possible to draw Action cards [[dead]]—i.e., without enough actions to use them.  This pitfall must be considered when optimizing the action-density of a deck with terminal draw (e.g. [[Big Money]] variants). (While {{Card|Library}} and {{Card|Courtyard}} avoid this pitfall, they are nevertheless draw terminals.)
  
Many terminals provide +{{cost|2}} when played, usually with an additional bonus; these are known as [[terminal silver]]s.
+
Many terminals provide +{{Cost|2}} when played, usually with an additional bonus; these are known as [[terminal silver]]s.
  
 
Nearly all [[Attack]] cards are terminal.
 
Nearly all [[Attack]] cards are terminal.

Revision as of 03:42, 14 October 2013

A terminal action is an Action card that does not give +Action when played. Terminals tend to have powerful effects, but only one can be played per turn without the use of villages. A central strategic principle, therefore, revolves around understanding how many terminals your deck can support and not overbuying them.

Types of terminals

Terminals that provide draw support, such as the SmithySmithy.jpg and Council RoomCouncil Room.jpg, form an important class of terminals known as terminal draw. Caution must be exercised with such terminals, as they make it possible to draw Action cards dead—i.e., without enough actions to use them. This pitfall must be considered when optimizing the action-density of a deck with terminal draw (e.g. Big Money variants). (While LibraryLibrary.jpg and CourtyardCourtyard.jpg avoid this pitfall, they are nevertheless draw terminals.)

Many terminals provide +$2 when played, usually with an additional bonus; these are known as terminal silvers.

Nearly all Attack cards are terminal.

Strategy

Opening two terminals

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Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn
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