Vault
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Vault provides a weak terminal draw, exceptionally weak for a card costing {{Cost|5}}. Its true strength lies in the discard-for-coin benefit. It is interesting to note, however, how powerful the combination of drawing 2 cards and then discarding for benefit is. The other card with this benefit, {{Card|Secret Chamber}}, only costs {{Cost|2}}, yet at {{Cost|5}}, Vault is still a powerful card. | Vault provides a weak terminal draw, exceptionally weak for a card costing {{Cost|5}}. Its true strength lies in the discard-for-coin benefit. It is interesting to note, however, how powerful the combination of drawing 2 cards and then discarding for benefit is. The other card with this benefit, {{Card|Secret Chamber}}, only costs {{Cost|2}}, yet at {{Cost|5}}, Vault is still a powerful card. | ||
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+ | Vault is particularly strong in the presence of {{Card|Grand Market}}; not only does it enable you to use {{Card|Copper}} indirectly to buy a Grand Market, it guarantees a Grand Market purchase any time you draw Vault. | ||
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+ | Vault becomes weaker in the presence of strong trashing, especially early-game trashers like {{Card|Steward}} or {{Card|Chapel}}, which remove {{Card|Estate|Estates}}. However, Vault can still be useful as a later addition to some engines constructed with the aid of these trashers, as described below. | ||
===In Big Money=== | ===In Big Money=== | ||
Vault makes for a fairly powerful [[Big Money]] strategy; whenever you draw Vault you are guaranteed to be able to buy a {{Card|Gold}}, and whenever you draw both a Vault and a Gold together you are guaranteed to get a {{Card|Province}}. This strategy is particularly viable on {{Cost|5}}/{{Cost|2}} openings, as it guarantees a Gold on turn 3 or 4. | Vault makes for a fairly powerful [[Big Money]] strategy; whenever you draw Vault you are guaranteed to be able to buy a {{Card|Gold}}, and whenever you draw both a Vault and a Gold together you are guaranteed to get a {{Card|Province}}. This strategy is particularly viable on {{Cost|5}}/{{Cost|2}} openings, as it guarantees a Gold on turn 3 or 4. | ||
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=== Synergies/Combos === | === Synergies/Combos === | ||
* [[Combo: Vault and Tactician]] | * [[Combo: Vault and Tactician]] | ||
− | * | + | * {{Card|Grand Market}} |
* Vault is good for discarding {{Card|Tunnel|Tunnels}} for lots of Gold. | * Vault is good for discarding {{Card|Tunnel|Tunnels}} for lots of Gold. | ||
* [[Combo: Caravan and Vault]] | * [[Combo: Caravan and Vault]] |
Revision as of 18:16, 16 January 2013
Vault | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Prosperity |
Illustrator(s) | Alex Drummond |
Card text | |
+2 Cards Discard any number of cards. + per card discarded. Each other player may discard 2 cards. If he does, he draws a card. |
Vault is an Action card from Prosperity. It is a terminal card draw card, since it gives +2 Cards; it then lets you discard any dead cards from your hand to get for each such card. In exchange, it gives your opponent a minor cycling benefit, letting them discard two cards to draw one.
Contents |
FAQ
Official FAQ
- "Any number" includes zero.
- You draw cards first; you can discard the cards you just drew.
- Each other player chooses whether or not to discard 2 cards, then discards 2 cards if he chose to, then draws a card if he did discard 2 cards.
- If one of the other players has just one card, he can choose to discard it, but will not draw a card.
- Another player who discards but then has no cards left to draw shuffles in the discards before drawing.
Other Rules clarifications
Strategy Article
There isn't a Vault strategy article.
Vault provides a weak terminal draw, exceptionally weak for a card costing . Its true strength lies in the discard-for-coin benefit. It is interesting to note, however, how powerful the combination of drawing 2 cards and then discarding for benefit is. The other card with this benefit, Secret Chamber, only costs , yet at , Vault is still a powerful card.
Vault is particularly strong in the presence of Grand Market; not only does it enable you to use Copper indirectly to buy a Grand Market, it guarantees a Grand Market purchase any time you draw Vault.
Vault becomes weaker in the presence of strong trashing, especially early-game trashers like Steward or Chapel, which remove Estates. However, Vault can still be useful as a later addition to some engines constructed with the aid of these trashers, as described below.
In Big Money
Vault makes for a fairly powerful Big Money strategy; whenever you draw Vault you are guaranteed to be able to buy a Gold, and whenever you draw both a Vault and a Gold together you are guaranteed to get a Province. This strategy is particularly viable on / openings, as it guarantees a Gold on turn 3 or 4.
In Engines
Because it only draws 2 cards, Vault and Village alone is not usually able to build a viable deck-drawing engine. However, Vault can be a useful card for many engines. In draw-up-to-X engines, such as with Watchtower or Library, Vault can empty the hand while producing a benefit, which not only allows for more draw, but derives benefits from cards sent to the discard pile where they can be reshuffled into the deck and re-drawn, possibly to be discarded again by another Vault. This provides one of the few ways to derive coin from the same cards multiple times in one turn.
Vault can also be a useful supplement to Scrying Pool, allowing one to benefit from the discarded actions. This is particularly true in the case of ruins, as the ruins can be drawn as actions by the Scrying pool and then discarded for .
In conventional deck drawing engines, Vault can be useful for deriving extra out of starting Estates or other Victory cards, as well as for unused Villages or drawing cards. In these decks, only one Vault is needed, and it is important to not rely on the Vault for the initial drawing, but to only play it after the whole deck has been drawn.
Vault can be used to discard your entire hand for in a double Tactician deck, as the last move before playing the Tactician. A deck which consistently draws Village+Vault+Tactician will guarantee a Province buy each turn.
Synergies/Combos
- Combo: Vault and Tactician
- Grand Market
- Vault is good for discarding Tunnels for lots of Gold.
- Combo: Caravan and Vault
- Combo: Vault and Philosopher's Stone
- Big Money
- Scrying Pools: draw your whole deck, discard all the actions with Vault, draw everything with Scrying Pool!
Antisynergies
- Good estate trashers like Masquerade, Salvager, and Steward make Vault little better than just +2 Cards.
Trivia
Secret History