Idol
Idol | |
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Info | |
Cost | |
Type(s) | Treasure - Attack - Fate |
Kingdom card? | Yes |
Set | Nocturne |
Illustrator(s) | Ryan Laukat |
Card text | |
If you have an odd number of Idols in play (counting this), receive a Boon; otherwise, each other player gains a Curse. |
Idol is a Treasure-Attack-Fate card from Nocturne. It alternates between giving the player a Boon and Cursing their opponents.
FAQ
Official FAQ
- Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages).
- If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.
Other rules clarifications
- As with all Treasures, you play Idols one at a time.
- If there are no Curses in the Supply, you can't choose to receive a Boon instead.
- Receiving either The Sea's Gift or The Wind's Gift may draw you Actions that you can't play.
Strategy
Idol is a Silver variant that can either give you Boons or act as a Cursing attack. As a payload card, it suffers from two major problems. First, it has a high opportunity cost. Second, its payload often isn’t that efficient relative to that cost: generating isn’t that impressive, the Boons are both not guaranteed to be useful and difficult to plan around given their random nature, and one Curse distributed for every two copies of Idol played on the same turn is demanding in terms of deck control as well as inefficient relative to more powerful junkers such as Old Witch. Idol is typically best when its Cursing is impactful, which can be the case in Kingdoms with no Curse thinning.
If you’re using Idol for its Cursing abilities, you’ll need to have at least two Idols and a way to collide them. Because of the former, this usually occurs in the mid- or late- game when you can afford two cards. To get the latter reliably, you would ideally want good deck control, which typically results from thinning your starting junk. However, the reason that you’re using Idol to attack is probably because that thinning is either absent or restricted (e.g., Moneylender). As such, decks that use Idol often use other methods to achieve collision, including draw cards such as Tragic Hero, sifting such as Warehouse, or (if the cost of acquisition is cheap enough, for example with Artisan) by simply getting more than two Idols.
The order in which you play your Treasures can be important when using Idol due to certain Boons. Generally, you will want to play your Idol first if you want to try and benefit from Boons such as The Earth's Gift, as you would have no Treasures to discard if you play Idol last. One notable exception is The Wind's Gift, which can be very detrimental if you’ve drawn your deck and play your Idol first, as you’ll be forced to discard two cards (possibly Treasures), which could hurt your ability to afford a card this turn.
Because Idol’s bonus effect is dependent on the number of Idols in play, it has an interesting interaction with Treasure-focused Throne Room variants, such as Crown and Counterfeit. If you double-play your first Idol, you’ll still only have one Idol in play, and will receive a Boon twice and distribute no Curses. Double-playing your second Idol, therefore, can be a slightly more effective method of junking your opponent.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse. |
Nocturne | November 2017 | ||
If you have an odd number of Idols in play (counting this), receive a Boon; otherwise, each other player gains a Curse. |
Nocturne (2021 printing) |
Other language versions
Trivia
Preview
Secret History
Why doesn't Idol distribute Hexes?
Retrospective