Amulet
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{{Infobox Card | {{Infobox Card | ||
|name = Amulet | |name = Amulet | ||
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− | '''Amulet''' is an [[Action]]-[[Duration]] from [[Adventures]]. | + | '''Amulet''' is an [[Action]]-[[Duration]] from [[Adventures]]. It gives you a choice between three options now and later (you may make a different choice each time). It is a [[trasher]], a [[gainer]] of {{Card|Silver|Silvers}}, and a source of {{Cost}}. |
== FAQ == | == FAQ == | ||
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== Strategy == | == Strategy == | ||
− | + | Amulet is a cheap and flexible [[Duration]] whose most important role is as an efficient [[trasher]]. Amulet‘s strength as a trasher comes from two aspects: | |
− | + | # It’s a relatively fast [[thinning|thinner]], as it can trash two cards (over two turns) for the cost of a single [[terminal]] play, which is comparable to other fast thinners such as {{Card|Steward}}. | |
− | Amulet is a | + | # It’s very flexible, as its +{{Cost|1}} option can allow you to hit a price point rather than trash a card. This can be used to react to [[reshuffle|shuffles]]: for example, if you draw an Amulet and four {{Card|Copper|Coppers}} and you do not want any of the {{Cost|3}} cards, it can be better to buy a {{Cost|5}} card rather than trash a {{Card|Copper}} and buy a {{Card|Silver}}. |
− | + | For these reasons, Amulet is usually a strong [[opening]] buy (unless an even more efficient trasher like {{Card|Chapel}} is available) and can help you achieve [[deck control]] quickly. However, as a Duration card, Amulet has the usual disadvantages of missing shuffles and spreading its impact over two turns; this means that an Amulet played on turn 3 is far more impactful than an Amulet played on turn 4. This can usually be counteracted by using a pair of Amulets for consistent thinning. This might mean buying a second Amulet after playing your first on turn 4, but can also mean opening with two copies of Amulet, which does risk terminal [[collision]], but can speed up your trashing significantly if they do not collide. | |
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− | + | Later in the game, Amulet often transitions into a more [[payload]]-oriented role. Its ability to act as a {{Card|Silver}} [[gainer]] is useful to ramp up your economy, while the +{{Cost|1}} option generally plays the role of a fall-back that can be used if you don’t want either of the other effects (because you do not want to trash anything in your hand and do not want to add a [[stop card]] to your deck). | |
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== Versions == | == Versions == | ||
===English versions=== | ===English versions=== | ||
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!Dutch | !Dutch | ||
− | | Amulet || || || || | + | | Amulet || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=s}} || Kies nu en aan het begin van je<br>volgende beurt één van de<br>volgende: +{{Coin|1}}; of vernietig<br>1 kaart uit je hand; of pak 1 Zilver. || (2015) |
|- | |- | ||
!Finnish | !Finnish |
Latest revision as of 08:51, 16 January 2024
Amulet | |
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Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Adventures |
Illustrator(s) | Matthias Catrein |
Card text | |
Now and at the start of your next turn, choose one: +; or trash a card from your hand; or gain a Silver. |
Amulet is an Action-Duration from Adventures. It gives you a choice between three options now and later (you may make a different choice each time). It is a trasher, a gainer of Silvers, and a source of .
Contents |
[edit] FAQ
[edit] Official FAQ
- You choose something when you play it, and again at the start of your next turn; the choices may be the same or different.
[edit] Strategy
Amulet is a cheap and flexible Duration whose most important role is as an efficient trasher. Amulet‘s strength as a trasher comes from two aspects:
- It’s a relatively fast thinner, as it can trash two cards (over two turns) for the cost of a single terminal play, which is comparable to other fast thinners such as Steward.
- It’s very flexible, as its + option can allow you to hit a price point rather than trash a card. This can be used to react to shuffles: for example, if you draw an Amulet and four Coppers and you do not want any of the cards, it can be better to buy a card rather than trash a Copper and buy a Silver.
For these reasons, Amulet is usually a strong opening buy (unless an even more efficient trasher like Chapel is available) and can help you achieve deck control quickly. However, as a Duration card, Amulet has the usual disadvantages of missing shuffles and spreading its impact over two turns; this means that an Amulet played on turn 3 is far more impactful than an Amulet played on turn 4. This can usually be counteracted by using a pair of Amulets for consistent thinning. This might mean buying a second Amulet after playing your first on turn 4, but can also mean opening with two copies of Amulet, which does risk terminal collision, but can speed up your trashing significantly if they do not collide.
Later in the game, Amulet often transitions into a more payload-oriented role. Its ability to act as a Silver gainer is useful to ramp up your economy, while the + option generally plays the role of a fall-back that can be used if you don’t want either of the other effects (because you do not want to trash anything in your hand and do not want to add a stop card to your deck).
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
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Now and at the start of your next turn, choose one: +; or trash a card from your hand; or gain a Silver. | Adventures 1st Edition | April 2015 | ||
Now and at the start of your next turn, choose one: +; or trash a card from your hand; or gain a Silver. | Adventures 2nd Edition | August 2017 |
[edit] Other language versions
[edit] Trivia
[edit] Preview
[edit] Secret History
[edit] Relevant outtakes
[edit] Donald X.'s opinion
One thing about Amulet is the temptation to take + for a better buy, even though you could trash something. Try not to be a sucker.
Amulet provides economy, so you never need to be worried about trashing too many Coppers. That's nice.