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* It doesn't matter where the gained card came from. So if the player to your right gained a card from the trash with {{Card|Lurker}}, you can gain a copy of that card (from the Supply).
 
* It doesn't matter where the gained card came from. So if the player to your right gained a card from the trash with {{Card|Lurker}}, you can gain a copy of that card (from the Supply).
 
* If your opponent gained a [[Ruins]] or a {{Card|Knights|Knight}}, Smugglers will only let you gain a copy if the top card of the [[Ruins]] or {{Card|Knights}} pile has the same name.
 
* If your opponent gained a [[Ruins]] or a {{Card|Knights|Knight}}, Smugglers will only let you gain a copy if the top card of the [[Ruins]] or {{Card|Knights}} pile has the same name.
* Cards with {{Cost||||P}} or {{Debt}} in their cost can never be gained with Smugglers.
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* Cards with {{Cost|P|||P}} or {{Debt}} in their cost can never be gained with Smugglers.
 
* If you play this during the player to your right's turn (e.g. they play {{Card|Barbarian}}, trash your {{Card|Gold}}, and you gain a {{Card|Gondola}} that lets you play Smugglers), this checks that player's last completed turn, not their current turn.
 
* If you play this during the player to your right's turn (e.g. they play {{Card|Barbarian}}, trash your {{Card|Gold}}, and you gain a {{Card|Gondola}} that lets you play Smugglers), this checks that player's last completed turn, not their current turn.
  
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Smugglers may be skippable if there are other gainers available: notably, most Workshop variants are usually preferable for gaining cards that cost up to {{Cost|4}} because they are independent of your opponent's choices and often offer some additional benefit. If such alternatives are lacking, Smugglers may be useful to gain cheap cards that you would otherwise use these alternatives for. Additionally, since Smugglers can also gain cards costing {{Cost|5}} or {{Cost|6}}, it is often especially relevant in contesting piles of key cards at these prices, like {{Card|Hunting Party}}; {{Card|Grand Market}} is a particularly notable example because the difficulty of gaining it goes beyond its price. In the endgame, the same considerations apply to gaining {{Card|Duchy|Duchies}} for extra {{VP}}. In some cases it is important to weigh up the advantage of buying a {{Card|Duchy}} for yourself against the risk of your opponent gaining multiple copies using Smugglers.  
 
Smugglers may be skippable if there are other gainers available: notably, most Workshop variants are usually preferable for gaining cards that cost up to {{Cost|4}} because they are independent of your opponent's choices and often offer some additional benefit. If such alternatives are lacking, Smugglers may be useful to gain cheap cards that you would otherwise use these alternatives for. Additionally, since Smugglers can also gain cards costing {{Cost|5}} or {{Cost|6}}, it is often especially relevant in contesting piles of key cards at these prices, like {{Card|Hunting Party}}; {{Card|Grand Market}} is a particularly notable example because the difficulty of gaining it goes beyond its price. In the endgame, the same considerations apply to gaining {{Card|Duchy|Duchies}} for extra {{VP}}. In some cases it is important to weigh up the advantage of buying a {{Card|Duchy}} for yourself against the risk of your opponent gaining multiple copies using Smugglers.  
 
   
 
   
A few other aspects of the [[Kingdom]] can also modulate the value of Smugglers. Given that the gaining effect has an upper cost limit, Smugglers synergizes with [[cost reduction]]. Most notably, with costs reduced by {{Cost|2}} it can gain a {{Card|Province}} whenever your opponent gains one. On the other hand, Smugglers may be significantly devalued in the presence of key cards it is unable to gain, including those costing {{Cost||||P}}, like {{Card|University}}, or {{Debt}}, like {{Card|City Quarter}}. Similar considerations apply with cards that are only available as a single copy, notably from the {{Card|Black Market}} but also in the case of {{Card|Castles}} and {{Card|Knights}}, or that are not in the [[Supply]] (e.g. {{Card|Ghost}}).  
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A few other aspects of the [[Kingdom]] can also modulate the value of Smugglers. Given that the gaining effect has an upper cost limit, Smugglers synergizes with [[cost reduction]]. Most notably, with costs reduced by {{Cost|2}} it can gain a {{Card|Province}} whenever your opponent gains one. On the other hand, Smugglers may be significantly devalued in the presence of key cards it is unable to gain, including those costing {{Cost|P|||P}}, like {{Card|University}}, or {{Debt}}, like {{Card|City Quarter}}. Similar considerations apply with cards that are only available as a single copy, notably from the {{Card|Black Market}} but also in the case of {{Card|Castles}} and {{Card|Knights}}, or that are not in the [[Supply]] (e.g. {{Card|Ghost}}).  
  
 
== Versions ==
 
== Versions ==

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