Den of Sin
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Den of Sin | |
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Info | |
Cost | |
Type(s) | Night - Duration |
Kingdom card? | Yes |
Set | Nocturne |
Illustrator(s) | Mark Poole |
Card text | |
At the start of your next turn, +2 Cards. This is gained to your hand (instead of your discard pile). |
Den of Sin is a Night-Duration card from Nocturne. It provides a larger handsize on your next turn, and is gained to hand for immediate use.
FAQ
Official FAQ
- Since Night is after the Buy phase, normally you can play this the turn you buy it.
Other rules clarifications
- If you gain this onto your deck (with e.g. Armory), you didn't gain it to your discard pile, so Den of Sin's ability doesn't trigger and it stays on your deck.
Strategy
Nocturne has a habit of turning classic Actions from the Base set into Night-Duration cards. Village becomes Ghost Town, Workshop becomes Cobbler, Cellar becomes Night Watchman, Moat becomes Guardian, Throne Room becomes Ghost, and Laboratory becomes Den of Sin. What differentiates these Night-Duration cards from the base Actions enough to justify their inclusion in the expansion?
The key is that you are sacrificing power on your current turn to gain a bonus on your next turn. Excluding interactions with other cards, having Laboratory in your hand of 5 cards will result in a hand of 6 cards. Meanwhile, having a Den of Sin in your hand leaves you with only 4 other cards to play on your current turn, but gives you 7 cards at the start of your next turn. This is a continuation of the guiding principle of Action-Duration cards such as Tactician introduced in Seaside: "It is often better to have one great turn and one bad turn instead of two mediocre turns."
The real power of these Night-Duration cards lies in that seemingly innocent text at the bottom of the card. Most Night-Duration cards are gained to your hand. That can lead to some interesting shenanigans, especially early in the game.
This makes Den of Sin one of the best buys on a lucky / opening. On your 1st turn, you can use your 5 Coppers to buy a Den of Sin, gaining it to your hand and playing it. At the beginning of your 2nd turn, you need to draw from an empty deck, so the 5 discarded Coppers become your deck, effectively turning your / opening into a /, with a guaranteed + purchasing power on your 3rd turn!
Unfortunately, after that first on-gain play, Night-Duration cards like Den of Sin lose some of their power:
- As with all Duration cards, it is easy for Den of Sin to miss a shuffle, meaning that you won't see it as often as a vanilla Laboratory.
- The Den of Sin you play on your last turn of the game gives you no benefit because there was no next turn. Keep this in mind if you have the opportunity to Remodel Den of Sin into a Duchy.
- Den of Sin also lacks Laboratory's self-synergy. In the best-case scenario Laboratory draws another Laboratory, which draws another Laboratory, and so on, until the entire deck is drawn, repeating this process each turn. But if Den of Sin could perfectly draw a Den of Sin each turn, the result is a 6-card hand each turn. This makes late-game Den of Sin a less reliable Hireling requiring multiple buys instead of a single buy.
Versions
English versions
Digital | Text | Release | Date | |
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At the start of your next turn, +2 Cards. This is gained to your hand (instead of your discard pile). |
Nocturne | November 2017 |
Other language versions
Trivia
Secret History
For strumphf's 2022 advent calendar, Donald X. went in-depth on the development of Den of Sin.