Terminal draw
(→Small draw with filtering) |
(→Other) |
||
Line 70: | Line 70: | ||
* [[Prosperity]]: {{card|Magnate}} draws a number of cards equal to the number of [[Treasure]]s in your hand. | * [[Prosperity]]: {{card|Magnate}} draws a number of cards equal to the number of [[Treasure]]s in your hand. | ||
− | * [[Hinterlands]]: {{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). | + | * [[Hinterlands]]: |
+ | ** {{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). | ||
+ | ** {{card|Guard Dog}} draws 4 cards if played from a small starting hand, but only 2 cards if played from a larger hand. | ||
* [[Allies]]: {{card|Broker}} can draw cards depending on what card is trashed with it. | * [[Allies]]: {{card|Broker}} can draw cards depending on what card is trashed with it. | ||
{{Navbox card categories}} | {{Navbox card categories}} | ||
[[Category:Terminality]] | [[Category:Terminality]] |
Revision as of 10:49, 28 June 2022
Terminal draw cards—Action cards that increase the number of cards in hand but 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.
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 Smithy variants, after the simplest vanilla terminal draw card.
Contents |
List of terminal draw cards
Way of the Chameleon from Menagerie can turn most virtual coin cards into terminal draw and vice versa.
Cards in italics have been removed.
Cards providing +3 Cards or more
- Dominion: Council Room, Smithy
- Intrigue: Nobles (optional), Patrol, Torturer
- Seaside: Wharf (gives +2 Cards twice)
- Prosperity: Rabble
- Hinterlands: Margrave
- Dark Ages: Catacombs, Hunting Grounds
- Guilds: Journeyman
- Adventures: Ranger
- Haunted Woods and Hireling are terminal the turn they are played, but have future-turn effects that resemble non-terminal draw
- Empires: Royal Blacksmith (if you have 2 or fewer Coppers in hand after drawing), Wild Hunt
- Nocturne: Pooka, Tragic Hero, Werewolf
- Renaissance: Old Witch, Swashbuckler
- Menagerie: Barge, Wayfarer
- Allies: Emissary, Marquis
- Promo: Envoy, Avanto (if you don't have a Sauna in hand)
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.
- Dominion: Adventurer
- Intrigue: Courtyard
- Hinterlands: Embassy, Oracle, Witch's Hut
- Empires: Royal Blacksmith (with 3 or more Coppers in hand after drawing)
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.
- Dominion: Moat, Witch
- Intrigue: Masquerade, Steward (optional), Diplomat (sometimes non-terminal)
- Seaside: Ghost Ship, Sea Witch
- Wharf could arguably be placed in this category as well
- Prosperity: Vault
- Cornucopia: Followers, Trusty Steed (optional, and rarely used as a terminal)
- Young Witch gives +2 Cards but also discards two cards
- Dark Ages: Cultist, Sir Destry
- Mercenary gives +2 Cards but also trashes two cards
- Adventures: Warrior, Gear
- Nocturne: Faithful Hound, Imp (dependent on your card in hand and in play)
- Renaissance: Lackeys, Silk Merchant, Recruiter
- All these Renaissance cards provide ways of getting Villagers, which may be used to make them non-terminal
- Menagerie: Black Cat, Sheepdog, Way of the Otter
- Allies: Blacksmith
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 Festival and Hamlet.
- Dominion: Library—up to 7, making it similar to a Smithy variant in Big Money
- Prosperity: Watchtower—up to 6, making it like a +2 Cards effect in Big Money
- Hinterlands: Jack of all Trades—up to 5, making it not a handsize increaser (though still useful for other reasons!) in Big Money without Attacks
- Renaissance: Scholar—discards your hand and draws 7 cards
- Menagerie: Way of the Owl—up to 6
- Allies: Blacksmith—up to 6
Other
- Prosperity: Magnate draws a number of cards equal to the number of Treasures in your hand.
- Hinterlands:
- Crossroads draws cards depending on the number of Victory cards in hand (but is non-terminal the first time it is played each turn).
- Guard Dog draws 4 cards if played from a small starting hand, but only 2 cards if played from a larger hand.
- Allies: Broker can draw cards depending on what card is trashed with it.