Urchin
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{{Infobox Card | {{Infobox Card | ||
|name = Urchin | |name = Urchin | ||
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* If you play the same Urchin twice in one turn, such as via {{Card|Procession}}, that does not let you trash it for a Mercenary. | * If you play the same Urchin twice in one turn, such as via {{Card|Procession}}, that does not let you trash it for a Mercenary. | ||
* If you play two different Urchins however, playing the second one will let you trash the first one. | * If you play two different Urchins however, playing the second one will let you trash the first one. | ||
− | |||
=== Other Rules clarifications === | === Other Rules clarifications === | ||
+ | * You do not gain a Mercenary if you trash Urchin some other way. | ||
+ | * It doesn't matter whether the other Attack card is actually used for attacking the opponent. For instance, if you play a {{card|Minion}} and choose not to make your opponents discard, or play an Attack according to a [[Way]] instead of for its attacking effects, or play a {{Card|Black Cat}} on your own turn, you can still trash an Urchin that's in play and get a Mercenary. | ||
+ | * You trash Urchin and gain a Mercenary before you make any decisions about how to resolve the abilities of the other Action card (or whether to use a Way). | ||
+ | |||
== Strategy Article == | == Strategy Article == | ||
There is no strategy article yet for Urchin. Feel free to add your thoughts! | There is no strategy article yet for Urchin. Feel free to add your thoughts! | ||
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* Urchin's attack is, by itself, incredibly weak - forcing your opponent to discard one card really doesn't do much of anything. | * Urchin's attack is, by itself, incredibly weak - forcing your opponent to discard one card really doesn't do much of anything. | ||
* Mercenary's trashing is super-fast once you get it going. You trash two cards, get +2 Cards and +{{Cost|2}} to have a normal-strength turn, AND it's a [[handsize attack]]. | * Mercenary's trashing is super-fast once you get it going. You trash two cards, get +2 Cards and +{{Cost|2}} to have a normal-strength turn, AND it's a [[handsize attack]]. | ||
− | * When you open double Urchin, the chances of the colliding on turn 3 or 4 are 45.45%. | + | * When you open double Urchin, the chances of the colliding on turn 3 or 4 are 45.45%. Regardless of whether or not they collide, you often want to pick up a third Urchin one of those two turns to end up with 2 Mercenaries. |
=== Synergies/Combos === | === Synergies/Combos === | ||
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* {{Card|Chapel}} and {{Card|Remake}} trash earlier than Mercenary | * {{Card|Chapel}} and {{Card|Remake}} trash earlier than Mercenary | ||
* {{Card|Minion|Minion's}} attack is blunted if preceded by Urchin's attack | * {{Card|Minion|Minion's}} attack is blunted if preceded by Urchin's attack | ||
+ | * {{Card|Horse Traders}} | ||
== Versions == | == Versions == | ||
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|- | |- | ||
!German | !German | ||
− | | Gassenjunge || {{CardVersionImage|Urchin German-HiG|German Version by [[Hans_im_Glück|HiG]]}} || || || HiG translation error: omitted "from the Mercenary pile." | + | | Gassenjunge || {{CardVersionImage|Urchin German-HiG|German Version by [[Hans_im_Glück|HiG]]}} || || '''+1 Karte<br>+1 Aktion'''<br>Jeder Mitspieler muss Karten ablegen, bis<br>er nur noch 4 Karten auf der Hand hat.<br>Wenn diese Karte im Spiel ist und du eine<br>andere Angriffskarte auslegst, darfst du<br>diesen Gassenjungen entsorgen. Wenn du<br>das machst: Nimm dir einen Söldner. || HiG translation error: omitted "from the Mercenary pile." |
|- | |- | ||
!Japanese | !Japanese | ||
− | | 浮浪児 (pron. ''furō-ji'', lit. ''waif'') || || || || | + | | 浮浪児 (pron. ''furō-ji'', lit. ''waif'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 他のプレイヤーは全員、 手札が4枚になるように捨て札にする。これが場にある間、他のアタックカードを使用するとき、先にこれを廃棄してもよい。廃棄した場合、(傭兵の山から)傭兵1枚を獲得する。 || |
|- | |- | ||
!Korean | !Korean | ||
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|Text=I wanted an attack that learned how to be a better attack. The initial attack had to be weak, and it had to have +1 card +1 action, making it need to be even weaker. "Discard down to 4" was an obvious candidate and worked out immediately. It can hurt, but is often inoffensive. | |Text=I wanted an attack that learned how to be a better attack. The initial attack had to be weak, and it had to have +1 card +1 action, making it need to be even weaker. "Discard down to 4" was an obvious candidate and worked out immediately. It can hurt, but is often inoffensive. | ||
<br><br> | <br><br> | ||
− | Originally it turned into an earlier version of Rogue, as told in that story. When that didn't work out I tried Mercenary. It's a bigger discard-based attack, so you can feel like your Urchin got better at that kind of thing. Otherwise it was a card I'd tried as a regular kingdom card in the set but which had been too good. It's still pretty snazzy if your Urchins hit right away. It's a Steward that does all three things! | + | Originally it turned into an earlier version of {{Card|Rogue}}, as told in that story. When that didn't work out I tried {{Card|Mercenary}}. It's a bigger discard-based attack, so you can feel like your Urchin got better at that kind of thing. Otherwise it was a card I'd tried as a regular kingdom card in the set but which had been too good. It's still pretty snazzy if your Urchins hit right away. It's a {{Card|Steward}} that does all three things! |
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] |
Revision as of 11:04, 15 April 2021
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Urchin | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Martin Hoffmann |
Card text | |
+1 Card +1 Action Each other player discards down to 4 cards in hand. When you play another Attack card with this in play, you first may trash this, to gain a Mercenary from the Mercenary pile. |
Urchin is an Action-Attack card from Dark Ages. By itself, Urchin is a very weak handsize attack, since discarding down to 4 cards is rarely very harmful. However, if you get Urchin to collide with another attack, you get a Mercenary - a powerful attack and a trasher.
Contents |
FAQ
Official FAQ
- When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand.
- Players who already have 4 or fewer cards in hand do not do anything.
- While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin.
- If you do, you gain a Mercenary.
- The Mercenary comes from the Mercenary pile, which is not in the Supply.
- If there are no Mercenaries left you do not gain one.
- If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary.
- If you play two different Urchins however, playing the second one will let you trash the first one.
Other Rules clarifications
- You do not gain a Mercenary if you trash Urchin some other way.
- It doesn't matter whether the other Attack card is actually used for attacking the opponent. For instance, if you play a Minion and choose not to make your opponents discard, or play an Attack according to a Way instead of for its attacking effects, or play a Black Cat on your own turn, you can still trash an Urchin that's in play and get a Mercenary.
- You trash Urchin and gain a Mercenary before you make any decisions about how to resolve the abilities of the other Action card (or whether to use a Way).
Strategy Article
There is no strategy article yet for Urchin. Feel free to add your thoughts!
- Urchin's attack is, by itself, incredibly weak - forcing your opponent to discard one card really doesn't do much of anything.
- Mercenary's trashing is super-fast once you get it going. You trash two cards, get +2 Cards and + to have a normal-strength turn, AND it's a handsize attack.
- When you open double Urchin, the chances of the colliding on turn 3 or 4 are 45.45%. Regardless of whether or not they collide, you often want to pick up a third Urchin one of those two turns to end up with 2 Mercenaries.
Synergies/Combos
- Fortress
- Scrying Pool doesn't mind having a slow economy for a while because isn't that hard to hit, likes cantrips like Urchin, and likes the eventual Mercenary trashing.
- Torturer: Play urchin, followed by Torturer, and choosing to discard is even more damaging.
- Council Room, Soothsayer, and especially Governor: Urchin works as a "kicker" to counteract the bonus these cards give opponents.
- Soldier: Urchin, like other non-terminal Attacks, is a great setup for Soldier, particularly given its low cost.
Antisynergies
- Chapel and Remake trash earlier than Mercenary
- Minion's attack is blunted if preceded by Urchin's attack
- Horse Traders
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Card. +1 Action. Each other player discards down to 4 cards in hand. When you play another Attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile. |
Dark Ages 1st Edition | August 2012 | ||
+1 Card. +1 Action. Each other player discards down to 4 cards in hand. When you play another Attack card with this in play, you first may trash this, to gain a Mercenary from the Mercenary pile. |
Dark Ages 2nd Edition | September 2017 |
Other language versions
Trivia
Secret History
I wanted an attack that learned how to be a better attack. The initial attack had to be weak, and it had to have +1 card +1 action, making it need to be even weaker. "Discard down to 4" was an obvious candidate and worked out immediately. It can hurt, but is often inoffensive.