Imp

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Imp
Info
Cost $2*
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

Print Digital Text Notes Release Date
Imp Imp from Shuffle iT +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.) Digital version has a cost of $2 rather than $2*. Nocturne November 2017

Other language versions

Language Name Print Digital Text
Dutch Duiveltje
French Farfadet (Note: an imp specific to French folklore) + 2 Cartes. Vous pouvez jouer une carte Action de votre main dont vous n'avez pas d'exemplaire en jeu. (Ne fait pas partie de la réserve).
German Teufelchen German language Imp German language Imp from Shuffle iT + 2 Karten
Du darfst eine Aktionskarte aus der Hand ausspielen, von der du keine gleiche im Spiel hast.
(Diese Karte gehört nicht zum Vorrat.)
Japanese 小悪魔 (pron. koakuma) +2 カードを引く。 場にないアクションカード1枚を手札から使用してもよい。(このカードはサプライに置かない。)
Russian Чертенок (pron. chertyonok)

Trivia

Official card art.

Preview

Nocturne is a 500-card set. There are 33 kingdom cards, which take a lot of space, but still leave space for a bunch of other things. One of those things is Imp. It's a nifty Lab variant that only lets you play an Action you don't have in play. However diverse your deck is puts a limit on how many Imps you want. It says "Spirit" on the bottom and well we will figure out what that's there for later. You can't buy an Imp, you can just get one from Devil's Workshop, or maybe some other ways.

Secret History

The same as the first version, except for how many copies there are, which I fiddled with as the set ran out of space.

Pile size

I had the card slot; I could make it blank, that wasn't happening, or add one to one of the non-Supply piles. Adding it to Imp meant there were 13 Imps, which I thought some people would mildly appreciate. That slot could have been a 13th Hex. Then the hexes wouldn't match the Boons, which I don't like; also the Hexes were hard to come by. In retrospect I wouldn't do Hexes at all.


Cards $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons EarthFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Other concepts NightHeirloomFateDoomSpiritState

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