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[[Image:Caravan.jpg|thumb|right|200px|[[Caravan]], a duration draw card.]] | [[Image:Caravan.jpg|thumb|right|200px|[[Caravan]], a duration draw card.]] | ||
− | '''Duration draw''' is a collective term for abilities that increase the number of cards you have in hand at the start of your turn. Most of the effects that provide duration draw are [[Duration]] cards—hence the name—but there exist | + | '''Duration draw''' is a collective term for abilities that increase the number of cards you have in hand at the start of your turn. Most of the effects that provide duration draw are [[Duration]] cards—hence the name—but there exist [[Event]]s, a [[Boon]], an [[Artifact]], a [[Project]], a [[Way]], and an [[Ally]] with duration-draw effects as well, as well as [[Reaction]] cards that add themselves to your hand at the start of your turn. |
− | + | Duration draw is valuable in [[engine]] decks because it increases the probability that you will be able to line up key engine components to start your turn; the effect is therefore similar to guaranteeing a [[non-terminal draw]] card in a normal-sized hand. The power of duration-draw cards is mitigated by the fact that as [[Duration]] cards, they remain in play for multiple turns, and can therefore be played less frequently than comparable non-Duration cards. Moreover, the benefit duration-draw cards provide is delayed; most of them provide little or no value on the turn you play them. One reason {{card|Wharf}} and {{card|Gear}} are considered very powerful cards is because they can provide ''both'' [[terminal draw]] when you play them and duration draw the next turn. | |
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− | Duration draw is valuable in [[engine]] decks because it increases the probability that you will be able to line up key engine components to start your turn; the effect is therefore similar to guaranteeing a [[non-terminal draw]] card in a normal-sized hand. The power of duration-draw cards is mitigated by the fact that [[Duration]] cards remain in play for multiple turns, and can therefore be played less frequently than comparable non-Duration cards. Moreover, the benefit duration-draw cards provide is delayed; most of them provide little or no value on the turn you play them. One reason {{card|Wharf}} and {{card|Gear}} are considered very powerful cards is because they can provide ''both'' [[terminal draw]] when you play them and duration draw the next turn. | + | |
Most cheaper duration-draw cards, such as {{card|Haven}}, increase the size of your next hand by setting aside cards from your current hand to add to your hand later—thus increasing your handsize at the beginning of your next turn comes at the expense of being able to use those cards on the current turn. More expensive duration draw will typically just give you +Cards from your deck on your next turn, or occasionally cards set aside from somewhere other than your hand. | Most cheaper duration-draw cards, such as {{card|Haven}}, increase the size of your next hand by setting aside cards from your current hand to add to your hand later—thus increasing your handsize at the beginning of your next turn comes at the expense of being able to use those cards on the current turn. More expensive duration draw will typically just give you +Cards from your deck on your next turn, or occasionally cards set aside from somewhere other than your hand. | ||
− | Duration-draw cards often provide defense against [[handsize attack]]s, since they can allow you to re-draw to a full-size hand after being hit by an Attack like {{card|Militia}}. However, this is not true of effects | + | Duration-draw cards often provide defense against [[handsize attack]]s, since they can allow you to re-draw to a full-size hand after being hit by an Attack like {{card|Militia}}. However, this is not true of the Events or Artifact with similar effects, because they increase your handsize ''before'' you're hit by the Attacks. |
==List of sources of duration draw== | ==List of sources of duration draw== | ||
− | ===Cards | + | ===Cards=== |
− | + | * {{coin|2}} {{card|Faithful Hound}}, {{card|Haven}} | |
− | {{ | + | * {{coin|3}} {{card|Cargo Ship}}, {{card|Church}}, {{card|Enchantress}}, {{card|Gear}}, {{card|Ghost Town}} |
− | + | * {{coin|4}} {{card|Caravan}}, {{card|Conjurer}}, {{card|Flag Bearer}} (via {{artifact|Flag}}), {{card|Horse Traders}}, {{card|Research}}, {{card|Village Green}} | |
− | + | * {{coin|5}} {{card|Archive}}, {{card|Barge}}, {{card|Cobbler}}, {{card|Crypt}}, {{card|Den of Sin}}, {{card|Haunted Woods}}, {{card|Highwayman}}, {{card|Tactician}}, {{card|Wharf}} | |
− | + | * {{coin|6}} {{card|Hireling}} | |
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− | + | {{Card|Prince}}, {{card|Ghost}}, {{card|Captain}} and {{card|Mastermind}} can provide duration draw if they play an action that provides at least +1 Card. {{card|Dungeon}} and {{Card|Guide}} don't increase your handsize above five at the start of your turn, but they do [[sifter|sift]] your hand. | |
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− | === | + | ===Other=== |
− | {{ | + | * Events: {{event|Save}}, {{event|Expedition}} |
+ | * Boon: {{boon|The River's Gift}} | ||
+ | * Project: {{project|Sinister Plot}} | ||
+ | * Artifact: {{artifact|Flag}} | ||
+ | * Way: {{way|Way of the Squirrel}} | ||
+ | * Ally: {{ally|Coastal Haven}} | ||
− | + | {{event|Summon}}, like Prince, can provide duration draw if it sets aside a card that draws. Cards that gain {{Card|Horse|Horses}} function similarly to duration draw, in that you typically don't get to use the Horses immediately, but you're setting up draw for later. {{Card|Supplies}} is the most similar, as it puts a Horse onto your deck during your Buy phase, which will usually be played as one of your first Actions on your next turn. | |
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{{Navbox card categories}} | {{Navbox card categories}} |