Magic Lamp
From DominionStrategy Wiki
Magic Lamp | |
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Info | |
Cost | |
Type(s) | Treasure - Heirloom |
Kingdom card? | No |
Set |
Nocturne![]() |
Illustrator(s) | Ryan Laukat |
Card text | |
When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile. |
Magic Lamp is a Treasure-Heirloom card from Nocturne, replacing one of your starting Coppers when Secret Cave is in the Kingdom. If you manage to meet its conditions, you can activate it for 3 Wishes.
Contents |
FAQ
Official FAQ
- Magic Lamp itself counts as one of the six cards.
- A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card.
- You can play more Treasures after trashing Magic Lamp, and still get from it for that turn.
Other rules clarifications
- Since you can play Treasures in whatever order you want, having (for example) multiple Coppers you want to play needn't prevent you from trashing your Magic Lamp for Wishes. Simply play one Copper to count as one of your six unique cards in play, play your Magic Lamp, and then play the rest of your Coppers.
Strategy
Refer to the Secret Cave strategy section.
Versions
English versions
Digital | Text | Release | Date | |
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When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile. |
Nocturne | November 2017 |
If there are at least 6 cards that you have exactly 1 copy of in play (counting this), trash this. If you did, gain 3 Wishes. |
Nocturne (2021 printing) |
Other language versions
Trivia
Secret History
Matt suggested having an heirloom that turned into something if you had 6 different Action cards in play. I tweaked it to requiring uniques but allowing other cards; pairing it with Secret Cave meant it would almost always be possible to do it (Secret Cave draws you a 6th card; Copper Silver Gold, Magic Lamp itself, and some other Action or Treasure card). At first it was a Treasure Chest that made an Artifact (Harem but twice as big, an Empires split pile outtake); then it made a Genie that gave you stuff, then it made three Wishes. For a while it was a Night card and double-Heirloomed - you replaced two Coppers with a Silver and a Magic Lamp (so as to still make over your first two turns, although you could get a / opening). In the end it's a Treasure so that they're all Treasures and there are seven and all that. It used to not let you play more Coppers after it and now it lets you and I decided I could live with that.