Imp
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Imp | |
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Info | |
Cost | |
Type(s) | Action - Spirit |
Kingdom card? | No |
Set | Nocturne |
Illustrator(s) | Claus Stephan |
Card text | |
+2 Cards You may play an Action card from your hand that you don't have a copy of in play. (This is not in the Supply.) |
Imp is an Action-Spirit card from Nocturne. It allows you to play an Action from your hand that you don't have a copy of in play; if you have such a card in hand, it acts as a pseudo–lab variant, but if you don't, it's only terminal draw. There are 13 copies of Imp in its pile. You can get it via Devil's Workshop, Tormentor, or (like other Spirits) Exorcist.
FAQ
Official FAQ
- After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play.
- It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn.
- Imp normally cannot play an Imp as that is a card you have in play.
Other rules clarifications
Strategy
Imp is a surprisingly strong card, but quite difficult to use well. Its closest counterpart is probably Conclave, which also serves as an engine component provided you can chain unique actions. Where Conclave plays the role of a conditional Festival (action splitting and payload), Imp acts as a conditional Laboratory, allowing you to slowly expand your hand while playing the rest of your engine. Unlike Conclave, Imp generally can't compete with more normal draw. Four Conclaves will provide plenty of terminals and enough for a province, but four Imps won't draw your deck - and the Imps are harder to get anyway. Still, if you're picking up villages with Devil's Workshop, your engine is unlikely to regret a few Imps.
Where Imp truly shines, though, is when an otherwise-strong cantrip engine needs a few more cards to fire properly. Most often, this is simply the result of cantrips engines like Market or Conspirator struggling to handle inadequate trashing or greening, but it can also apply to mega-turn decks that need to assemble more than 5 non-cantrip cards. Horn of Plenty deserves special mention here since Horn decks also want diverse cantrips, but generally need to close with 5+ treasures in hand.
Synergies
- Horse pairs incredibly well with Imps. "Return to pile" means you can pair any number, and the extra draw per horse enables far more consistency.
- Reserve cards like Guide which don't stay in play.
- "Unique cards in play" effects. Most notably Horn of Plenty, but also Magic Lamp.
- Alt-VP based on unique cards like Museum or Fairgrounds. (Note that Imp adds a 19th card to the set, and Exorcist games have at least 21 available.)
- Diverse cantrips and villages
- Actions gained with Black Market
- Ways, especially those granting actions
Antisynergies
- Ironically Conclave, which competes for unique actions
- Duration cards, since they're in play the following turn
- Wolf Den
Versions
English versions
Other language versions
Trivia
Preview
Secret History
Pile size