|For each card you've gained this turn, you may trash a card from your hand or a Copper you have in play.|
Monastery is a Night card from Nocturne. It's a trasher that allows you to trash the same number of cards that you've gained that turn. You can trash either cards from your hand or Coppers from play, meaning you can get out of your Coppers and still trash them on the same turn.
- For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination.
- Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.
Other rules clarifications
- Cards are trashed one at a time. This matters if one of the cards you trashed draws another card; such cards drawn in the middle of trashing can be trashed by Monastery.
- Gaining cards while you trash to Monastery (for example, if you trash a Hunting Grounds) does not let you trash additional cards; you can only trash a number of cards equal to the number of cards gained that turn prior to playing Monastery.
Monastery is a trasher whose trashing capacity scales with the number of cards you gain. Compared to strong thinning options like Chapel and Steward, it is usually much slower in the early game when you can typically gain only one card per turn, and it offers no other benefit, unlike single-card trashers such as Salvager. Once you can collide it with gainers or sources of +Buy, however, a single copy of Monastery is much more effective, trashing multiple cards at once; while this is more likely later in the game as you add draw and start to get deck control, it can still be a good idea to gain a Monastery earlier as single-card trashes may still be desirable. Monastery also has a couple of minor but unique advantages relative to other trashers: its ability to trash Coppers from play means that you can still hit price points that turn; and as a Night card, it can't be drawn dead and consumes no terminal space.
Monastery can be especially good in the early game when extra gains are available immediately or particularly abundant, although lining up Monastery with a hand that can provide these gains is usually somewhat dependent on shuffle luck before you have deck control. Examples include Lucky Coin and Stonemason's overpay effect; matching Monastery with Horse gainers such as Cavalry that gain multiple cards per turn is strong but unusual in the early game.
Because Monastery can trash Coppers in play and scales with the number of cards gained, it works relatively well in situations where you would like to buy or otherwise gain Coppers. With sufficient draw, you can expect to play and trash as many Coppers as you gain, allowing you to maintain deck control. Examples of such situations include the following:
- Buying Copper might be the cheapest way to reap the benefits of effects such as Merchant Guild, Triumph, and Guildhall. Similarly, gaining Coppers is the downside of effects such as Banquet and Treasure Trove. Monastery can help you keep the amount of junk in your deck relatively constant if you will be using these repeatedly over multiple turns.
- Beggar can act as a cheap terminal Gold with Monastery’s support. Because it gains Coppers directly to your hand, you can play them immediately and trash them at the end of your turn.
It can be reasonable to buy a Copper for the opportunity to effectively replace a card that is at least as bad for your deck, such as a Curse or Estate. This might involve buying it on a dud turn or with a spare Buy.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
|For each card you've gained this turn, you may trash a card from your hand or a Copper you have in play.||Nocturne||November 2017|
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