Terminal draw

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[[Image:Smithy.jpg|thumb|right|200px|[[Smithy]], a terminal draw card.]]
 
[[Image:Smithy.jpg|thumb|right|200px|[[Smithy]], a terminal draw card.]]
  
'''Terminal draw''' cards—[[Action]] cards that increase the number of cards in hand but [[terminal|do not provide +Action]]—can be a core component of both [[engine]] and [[Big Money]] strategies. In Big Money games, terminal draw cards can put large numbers of [[Treasure]] cards in hand and increase buying power; in engines, when supplied with sufficient [[villages]], terminal draw cards can provide the large handsize necessary to line up cards and execute combos. In both cases terminal draw aids deck [[cycling]], helping new buys get shuffled into the deck sooner.
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'''Terminal draw''' cards—[[Action]] cards that increase the number of cards in hand but are [[terminal]]—can be a core component of [[engine]]s when supplied with sufficient [[villages]] because they can enable you to draw most or all of your deck each turn as a form of [[deck control]]. If a [[Kingdom]] is missing important components for an engine, certain terminal draw cards (for example {{Card|Wharf}} or {{Card|Gear}}) are good enablers of a [[Money strategy|money-based strategy]]. In both cases terminal draw aids deck [[cycling]], helping new buys get shuffled into the deck sooner.
  
 
The chief danger of terminal draw cards is their ability to draw other Action cards you are unable to play; these Action cards are said to be drawn [[dead]].
 
The chief danger of terminal draw cards is their ability to draw other Action cards you are unable to play; these Action cards are said to be drawn [[dead]].
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== List of terminal draw cards ==
 
== List of terminal draw cards ==
Cards in italics have been [[Removed cards|removed]].
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{{Way|Way of the Chameleon}} from [[Menagerie (expansion)|Menagerie]] can turn most {{Cost}}-[[virtual coin|generating Action]] cards into terminal draw and vice versa.
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Cards in ''italics'' have been [[removed]].
 
=== Cards providing +3 Cards or more ===
 
=== Cards providing +3 Cards or more ===
 
* [[Dominion (base set)|Dominion]]: {{Card|Council Room}}, {{Card|Smithy}}
 
* [[Dominion (base set)|Dominion]]: {{Card|Council Room}}, {{Card|Smithy}}
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* [[Prosperity]]: {{Card|Rabble}}
 
* [[Prosperity]]: {{Card|Rabble}}
 
* [[Hinterlands]]: {{Card|Margrave}}
 
* [[Hinterlands]]: {{Card|Margrave}}
** {{Card|Crossroads}} (dependent on the number of [[Victory]] cards in hand) is [[non-terminal]] the first time it is played each turn
 
 
* [[Dark Ages]]: {{Card|Catacombs}}, {{Card|Hunting Grounds}}
 
* [[Dark Ages]]: {{Card|Catacombs}}, {{Card|Hunting Grounds}}
 
* [[Guilds]]: {{Card|Journeyman}}
 
* [[Guilds]]: {{Card|Journeyman}}
* [[Adventures]]: {{Card|Ranger}}
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* [[Adventures]]: {{Card|Haunted Woods}}
** {{Card|Haunted Woods}} and {{Card|Hireling}} are terminal the turn they are played, but have future-turn effects that resemble [[non-terminal draw]]
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* [[Empires]]: {{card|Wild Hunt}}
* [[Empires]]: {{Card|Royal Blacksmith}} (if you have 2 or fewer {{Card|Copper|Coppers}} in hand after drawing), {{card|Wild Hunt}}
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* [[Nocturne]]: {{card|Pooka}}, {{Card|Tragic Hero}}, {{card|Werewolf}}
 
* [[Nocturne]]: {{card|Pooka}}, {{Card|Tragic Hero}}, {{card|Werewolf}}
 
* [[Renaissance]]: {{card|Old Witch}}, {{card|Swashbuckler}}
 
* [[Renaissance]]: {{card|Old Witch}}, {{card|Swashbuckler}}
 
* [[Menagerie (expansion)|Menagerie]]: {{card|Barge}}, {{card|Wayfarer}}
 
* [[Menagerie (expansion)|Menagerie]]: {{card|Barge}}, {{card|Wayfarer}}
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* [[Allies]]: {{card|Emissary}}, {{Card|Highwayman}}, {{Card|Stronghold}} (''optional'')
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* [[Plunder (expansion)|Plunder]]: {{card|Crew}}, {{card|Pilgrim}}
 
* [[Promo]]: {{Card|Envoy}}, {{Card|Avanto}} (if you don't have a {{Card|Sauna}} in hand)
 
* [[Promo]]: {{Card|Envoy}}, {{Card|Avanto}} (if you don't have a {{Card|Sauna}} in hand)
  
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* [[Dominion]]: ''{{Card|Adventurer}}''
 
* [[Dominion]]: ''{{Card|Adventurer}}''
 
* [[Intrigue]]: {{Card|Courtyard}}
 
* [[Intrigue]]: {{Card|Courtyard}}
* [[Hinterlands]]: {{Card|Embassy}}, {{Card|Oracle}}
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* [[Hinterlands]]: ''{{Card|Embassy}}'', ''{{Card|Oracle}}'', {{card|Witch's Hut}}
* [[Empires]]: {{Card|Royal Blacksmith}} (with 3 or more Coppers in hand after drawing)
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* [[Plunder (expansion)|Plunder]]: {{card|Mapmaker}}
  
 
=== Cards providing +2 Cards ===
 
=== Cards providing +2 Cards ===
These cards' principal functions are usually something other than terminal draw. They provide +2 Cards as an additional [[vanilla]] bonus to ensure their effects are balanced and competitive with other cards at the same price.
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These cards' principal functions are usually something other than terminal draw.
  
 
* [[Dominion]]: {{Card|Moat}}, {{Card|Witch}}
 
* [[Dominion]]: {{Card|Moat}}, {{Card|Witch}}
 
* [[Intrigue]]: {{Card|Masquerade}}, {{Card|Steward}} (''optional''), {{card|Diplomat}} (''sometimes non-terminal'')
 
* [[Intrigue]]: {{Card|Masquerade}}, {{Card|Steward}} (''optional''), {{card|Diplomat}} (''sometimes non-terminal'')
* [[Seaside]]: {{Card|Ghost Ship}}
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* [[Seaside]]: ''{{Card|Ghost Ship}}'', {{card|Sea Witch}}
** {{Card|Wharf}} could arguably be placed in this category as well
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* [[Prosperity]]: {{Card|Vault}}
 
* [[Prosperity]]: {{Card|Vault}}
* [[Cornucopia]]: {{Card|Followers}}, {{Card|Trusty Steed}} (''optional'', and rarely used as a terminal)
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* [[Cornucopia]]: {{Card|Followers}}, {{Card|Trusty Steed}} (''optional'')
** {{Card|Young Witch}} gives +2 Cards but also discards two cards
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* [[Dark Ages]]: {{Card|Cultist}} (can be [[Glossary#C|chained]] and thereby effectively be non-terminal), {{Card|Sir Destry}}
* [[Dark Ages]]: {{Card|Cultist}}, {{Card|Sir Destry}}
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** {{Card|Mercenary}} gives +2 Cards but also trashes two cards
 
** {{Card|Mercenary}} gives +2 Cards but also trashes two cards
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* [[Guilds & Cornucopia]]: {{card|Courser}} (''optional'')
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** {{card|Infirmary}} gives only +1 card
 
* [[Adventures]]: {{Card|Warrior}}, {{Card|Gear}}
 
* [[Adventures]]: {{Card|Warrior}}, {{Card|Gear}}
 
* [[Nocturne]]: {{Card|Faithful Hound}}, {{card|Imp}} (dependent on your card in hand and in play)
 
* [[Nocturne]]: {{Card|Faithful Hound}}, {{card|Imp}} (dependent on your card in hand and in play)
* [[Empires]]
 
** {{Card|Enchantress}} is terminal the turn it is played, but has next-turn effects that resemble [[non-terminal draw]]
 
 
* [[Renaissance]]: {{card|Lackeys}}, {{Card|Silk Merchant}}, {{Card|Recruiter}}
 
* [[Renaissance]]: {{card|Lackeys}}, {{Card|Silk Merchant}}, {{Card|Recruiter}}
 
** All these Renaissance cards provide ways of getting [[Villager]]s, which may be used to make them [[non-terminal]]
 
** All these Renaissance cards provide ways of getting [[Villager]]s, which may be used to make them [[non-terminal]]
* [[Menagerie (expansion)|Menagerie]]: {{card|Black Cat}}, {{card|Sheepdog}}
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* [[Menagerie (expansion)|Menagerie]]: {{card|Black Cat}}, {{card|Sheepdog}}, {{way|Way of the Otter}}
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* [[Plunder (expansion)|Plunder]]: {{card|Figurine}} is a [[Treasure]], so formally not a terminal action; but when it is played normally in your Buy phase it does not allow you to play the Actions you draw.
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* [[Allies]]: {{card|Blacksmith}} (''optional'')
  
=== Targeted handsize ===
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===Variable===
Three terminal Actions draw up to a specified handsize. These are especially useful against [[handsize attack|handsize attacks]] or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as {{Card|Festival}} and {{Card|Hamlet}}.
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* [[Dominion]]: {{Card|Library}}—up to 7, making it similar to a {{Card|Smithy}} variant in [[Big Money]]
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==== Draw-to-x ====
* [[Prosperity]]: {{Card|Watchtower}}—up to 6, making it like a +2 Cards effect in Big Money
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Certain terminal Actions [[Draw-to-x|draw up to a specified handsize]]. These are especially useful against [[handsize attack|handsize attacks]] or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as {{Card|Festival}} and {{Card|Hamlet}}.
* [[Hinterlands]]: {{Card|Jack of all Trades}}—up to 5, making it not a handsize increaser (though still useful for other reasons!) in Big Money without [[Attack]]s
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* [[Dominion]]: {{Card|Library}}—up to 7
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* [[Prosperity]]: {{Card|Watchtower}}—up to 6
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* [[Hinterlands]]: {{Card|Jack of all Trades}}—up to 5
 
* [[Renaissance]]: {{Card|Scholar}}—discards your hand and draws 7 cards
 
* [[Renaissance]]: {{Card|Scholar}}—discards your hand and draws 7 cards
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* [[Menagerie (expansion)|Menagerie]]: {{way|Way of the Owl}}—up to 6
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* [[Allies]]: {{card|Blacksmith}}—up to 6 (''optional'')
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==== Other ====
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* [[Prosperity]]: {{card|Magnate}} draws a number of cards equal to the number of [[Treasure]]s in your hand.
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* [[Hinterlands]]:
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** {{Card|Crossroads}} draws cards depending on the number of [[Victory]] cards in hand (but is [[non-terminal]] the first time it is played each turn).
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** {{card|Guard Dog}} draws 4 cards if played from a small starting hand, but only 2 cards if played from a larger hand.
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* [[Cornucopia and Guilds]]:
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** {{card|Carnival}} draws up to four cards, but can't draw multiple copies of the same card.
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** {{card|Housecard}} draws cards equal to the number of differently-named [[Action]]s you have in play.
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* [[Adventures]]: {{Card|Ranger}} - draws 5 cards every other play for an average of 2.5 cards per play.
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* [[Empires]]: {{Card|Royal Blacksmith}} - effective handsize increase depends on the amount of {{Card|Copper}} in your deck.
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* [[Allies]]: {{card|Broker}} can draw cards depending on what card is trashed with it.
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* [[Allies]]: {{card|Marquis}} - effective handsize increase depends on your starting handsize.
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* [[Plunder (expansion)|Plunder]]: {{card|Maroon}} draws a number of cards depending on the number of [[type]]s a trashed card has.
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==Gallery==
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===Drawing three or more cards===
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{{CardImage|Avanto}}{{CardImage|Barge}}{{CardImage|Catacombs}}{{CardImage|Council Room}}{{CardImage|Emissary}}{{CardImage|Envoy}}{{CardImage|Haunted Woods}}{{CardImage|Highwayman}}{{CardImage|Hunting Grounds}}{{CardImage|Journeyman}}{{CardImage|Margrave}}{{CardImage|Nobles}}{{CardImage|Old Witch}}{{CardImage|Patrol}}{{CardImage|Pooka}}{{CardImage|Rabble}}{{CardImage|Smithy}}{{CardImage|Stronghold}}{{CardImage|Swashbuckler}}{{CardImage|Torturer}}{{CardImage|Tragic Hero}}{{CardImage|Wayfarer}}{{CardImage|Wharf}}{{CardImage|Werewolf}}{{CardImage|Wild Hunt}}
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===Drawing two cards===
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{{CardImage|Black Cat}}{{CardImage|Blacksmith}}{{CardImage|Courtyard}}{{CardImage|Cultist}}{{CardImage|Diplomat}}{{CardImage|Faithful Hound}}{{CardImage|Followers}}{{CardImage|Gear}}{{CardImage|Imp}}{{CardImage|Lackeys}}{{CardImage|Masquerade}}{{CardImage|Moat}}{{CardImage|Recruiter}}{{CardImage|Sea Witch}}{{CardImage|Sheepdog}}{{CardImage|Silk Merchant}}{{CardImage|Sir Destry}}{{CardImage|Steward}}{{CardImage|Trusty Steed}}{{CardImage|Vault}}{{CardImage|Warrior}}{{CardImage|Witch}}{{CardImage|Witch's Hut}}{{LandscapeImage|Way of the Otter}}
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===Variable amount of draw===
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{{CardImage|Blacksmith}}{{CardImage|Broker}}{{CardImage|Crossroads}}{{CardImage|Guard Dog}}{{CardImage|Library}}{{CardImage|Magnate}}{{CardImage|Marquis}}{{CardImage|Ranger}}{{CardImage|Royal Blacksmith}}{{CardImage|Scholar}}
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{{CardImage|Watchtower}}{{LandscapeImage|Way of the Owl}}
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===Removed===
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{{CardImage|Adventurer}}{{CardImage|Embassy}}{{CardImage|Ghost Ship}}{{CardImage|Oracle}}
  
 
{{Navbox card categories}}
 
{{Navbox card categories}}
 
[[Category:Terminality]]
 
[[Category:Terminality]]

Revision as of 21:34, 20 February 2024

Smithy, a terminal draw card.

Terminal draw cards—Action cards that increase the number of cards in hand but are terminal—can be a core component of engines when supplied with sufficient villages because they can enable you to draw most or all of your deck each turn as a form of deck control. If a Kingdom is missing important components for an engine, certain terminal draw cards (for example WharfWharf.jpg or GearGear.jpg) are good enablers of a money-based strategy. In both cases terminal draw aids deck cycling, helping new buys get shuffled into the deck sooner.

The chief danger of terminal draw cards is their ability to draw other Action cards you are unable to play; these Action cards are said to be drawn dead.

Terminals that provide +3 Cards or more are sometimes referred to as SmithySmithy.jpg variants, after the simplest vanilla terminal draw card.

Contents

List of terminal draw cards

Way of the ChameleonWay of the Chameleon.jpg from Menagerie can turn most $-generating Action cards into terminal draw and vice versa.

Cards in italics have been removed.

Cards providing +3 Cards or more

Small draw with filtering

These cards only provide a total of 2 cards, but allow some filtering or sifting to help you draw the cards you want.

Cards providing +2 Cards

These cards' principal functions are usually something other than terminal draw.

Variable

Draw-to-x

Certain terminal Actions draw up to a specified handsize. These are especially useful against handsize attacks or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as FestivalFestival.jpg and HamletHamlet.jpg.

Other

Gallery

Drawing three or more cards

Avanto.jpgBarge.jpgCatacombs.jpgCouncil Room.jpgEmissary.jpgEnvoy.jpgHaunted Woods.jpgHighwayman.jpgHunting Grounds.jpgJourneyman.jpgMargrave.jpgNobles.jpgOld Witch.jpgPatrol.jpgPooka.jpgRabble.jpgSmithy.jpgStronghold.jpgSwashbuckler.jpgTorturer.jpgTragic Hero.jpgWayfarer.jpgWharf.jpgWerewolf.jpgWild Hunt.jpg

Drawing two cards

Black Cat.jpgBlacksmith.jpgCourtyard.jpgCultist.jpgDiplomat.jpgFaithful Hound.jpgFollowers.jpgGear.jpgImp.jpgLackeys.jpgMasquerade.jpgMoat.jpgRecruiter.jpgSea Witch.jpgSheepdog.jpgSilk Merchant.jpgSir Destry.jpgSteward.jpgTrusty Steed.jpgVault.jpgWarrior.jpgWitch.jpgWitch's Hut.jpgWay of the Otter.jpg

Variable amount of draw

Blacksmith.jpgBroker.jpgCrossroads.jpgGuard Dog.jpgLibrary.jpgMagnate.jpgMarquis.jpgRanger.jpgRoyal Blacksmith.jpgScholar.jpg Watchtower.jpgWay of the Owl.jpg

Removed

Adventurer.jpgEmbassy.jpgGhost Ship.jpgOracle.jpg


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