Siren
Siren | |
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Info | |
Cost | |
Type(s) | Action - Duration - Attack |
Kingdom card? | Yes |
Set |
Plunder![]() |
Illustrator(s) | Marcel-André Casasola Merkle |
Card text | |
Each other player gains a Curse. At the start of your next turn, draw until you have 8 cards in hand. When you gain this, trash it unless you trash an Action from your hand. |
Siren is an Action-Duration-Attack card from Plunder. It is an inexpensive curser and source of duration draw; its low cost is offset by the fact that you ordinarily have to trash an Action card to keep it once you've gained it. Occasionally, loopholes involving the stop-moving rule can allow you to get around that requirement.
Contents |
[edit] FAQ
[edit] Official FAQ
- When you gain a Siren, it's immediately trashed unless you trash an Action card from your hand.
- However if you manage to move the Siren from where it was gained (whether it was gained to your discard pile or somewhere else) before resolving this ability - for example putting it on top of your deck with Insignia - then it will fail to be trashed (though you can still trash an Action card if you want).
[edit] Other rules clarifications
- The important part of getting around Siren's self-trashing effect is to move it when it's gained. This is why Insignia works, but the following does not:
- Some cards directly gain a card somewhere (e.g. Invasion gains an Action directly onto your deck). This does not actually move the Siren, so it will still trash itself.
- A few other cards gain a card and then move it later. So if you gain a Siren with Spell Scroll, the Siren will trash itself, and the Spell Scroll will fail to play it.
- If you have an Action in hand, you can decline to trash it, and let the Siren trash itself. This may still be useful if you want to trigger when-trash effects (such as Sewers or Market Square).
[edit] Strategy
[edit] Versions
[edit] English versions
[edit] Other language versions
[edit] Trivia
[edit] Preview
[edit] Secret History
[edit] Rules
Many tricks around dodging Siren's self-trashing effect require knowledge of the stop-moving rule, and paying attention to how specific cards are phrased.
At some point, when I've got a cool card on my hands and you can say, "but these interactions require you to know the stop moving rule," I throw my hands in the air and say, "15th expansion!" It's the 15th expansion. The cards have to keep doing new things. This is what happens.
Maybe there is a phrasing that better does the concept, with less rules knowledge invoked. When you look for it, make sure to avoid "would," and try to keep the text fitting on the card in that font size.
The best way to do an additional cost is to make a symbol for it and put it right in the cost, like Workshop it. So far I haven't felt like I was getting enough there, relative to how confusing symbols in the cost have turned out to be.
I could have just added "first" to get rid of a bunch of the combos and thus confusion associated with them. Somehow I didn't. . I've considered that family of mechanics, for different costs. Then of course you couldn't
For me the combos mostly came up in online testing. And I had fun with them and also may have signed off on the set already, not sure. But I didn't think, "wait this requires knowing stuff." It was just me and the bot, and the bot was showing me what for.
As I mentioned there's "first." "When you gain this, first…" I didn't consider that at the time. I haven't worked through if it basically fixes it. "When you gain this, first," if ever used, does not mean "when you buy this." "When you gain this" happens directly after putting the card wherever it goes, e.g. in the discard pile. "First" means "before other things that trigger at the same time." (Except, if multiple things have "first" then obv. you still order those between each other.)