Non-terminal draw

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== List of non-terminal draw cards ==
 
== List of non-terminal draw cards ==
These usually draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Some are restricted by only being able to increase handsize in certain circumstances—e.g., in the case of {{Card|Wishing Well}}, if you correctly guess what card is on top of your deck—and if the condition is not met they will be simple [[cantrip|cantrips]]. Cards in italics have been [[Removed cards|removed]].
+
These draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Cards in italics have been [[Removed cards|removed]].
  
 
* [[Dominion (base set)|Dominion]]: {{Card|Laboratory}}
 
* [[Dominion (base set)|Dominion]]: {{Card|Laboratory}}
* [[Seaside]]: {{card|Caravan}} (partially delayed, only a [[cantrip]] on the turn it is played)
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* [[Seaside]]: {{card|Tide Pools}}
 
* [[Alchemy]]: {{Card|Alchemist}}
 
* [[Alchemy]]: {{Card|Alchemist}}
* [[Hinterlands]]: {{Card|Stables}}
 
 
* [[Dark Ages]]: {{Card|Madman}}
 
* [[Dark Ages]]: {{Card|Madman}}
 
* [[Guilds]]: {{Card|Advisor}}
 
* [[Guilds]]: {{Card|Advisor}}
 
* [[Adventures]]: {{Card|Lost City}}
 
* [[Adventures]]: {{Card|Lost City}}
* [[Empires]]: {{card|Archive}} (partially delayed, only a [[cantrip]] on the turn it is played),{{Card|Encampment}}
+
* [[Empires]]: {{Card|Encampment}}
* [[Nocturne]]: {{card|Den of Sin}} (delayed)
+
 
* [[Renaissance]]: {{Card|Experiment}}
 
* [[Renaissance]]: {{Card|Experiment}}
 
* [[Menagerie (expansion)|Menagerie]]: {{card|Destrier}}, {{card|Horse}}, {{way|Way of the Horse}}
 
* [[Menagerie (expansion)|Menagerie]]: {{card|Destrier}}, {{card|Horse}}, {{way|Way of the Horse}}
 
* [[Allies]]: {{card|Distant Shore}}, {{card|Lich}}, {{card|Sibyl}}
 
* [[Allies]]: {{card|Distant Shore}}, {{card|Lich}}, {{card|Sibyl}}
 +
* [[Plunder (expansion)|Plunder]]: {{card|Landing Party}}
 
* [[Promos]]: {{Card|Governor}}
 
* [[Promos]]: {{Card|Governor}}
  
 
===Conditional effects===
 
===Conditional effects===
 +
These cards are restricted by only being able to increase handsize in certain circumstances; if the condition is not met, most will be simple [[cantrip|cantrips]], or even reduce handsize.
 +
 
* [[Intrigue]]: {{Card|Wishing Well}} -- you need to guess the top card of your deck after drawing one card to draw another one.
 
* [[Intrigue]]: {{Card|Wishing Well}} -- you need to guess the top card of your deck after drawing one card to draw another one.
* [[Seaside]]: {{card|Tide Pools}} -- Non-terminal draw on the card it is played but does not increase handsize overall unless it is played on the last turn of the game.
 
 
* [[Alchemy]]: {{Card|Apprentice}} provides non-terminal draw if you trash a card costing {{Cost|3}} or more.
 
* [[Alchemy]]: {{Card|Apprentice}} provides non-terminal draw if you trash a card costing {{Cost|3}} or more.
 
* [[Prosperity]]: {{Card|City}} -- Only if a [[supply]] pile is empty.
 
* [[Prosperity]]: {{Card|City}} -- Only if a [[supply]] pile is empty.
 
* [[Cornucopia]]: {{Card|Menagerie}} -- Only if you have no duplicate cards in hand.
 
* [[Cornucopia]]: {{Card|Menagerie}} -- Only if you have no duplicate cards in hand.
* [[Adventures]]: {{Card|Storyteller}} -- You need to play suitable [[Treasure]]s to increase your handsize.
+
* [[Hinterlands]]: {{Card|Stables}} -- If you can discard a Treasure from your hand.
 +
* [[Adventures]]: {{Card|Storyteller}} -- You need to have {{cost}} to spend to increase your handsize.
 
* [[Adventures]]: {{Card|Teacher}}, {{Event|Lost Arts}}, {{Event|Pathfinding}} can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets.
 
* [[Adventures]]: {{Card|Teacher}}, {{Event|Lost Arts}}, {{Event|Pathfinding}} can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets.
 
* [[Empires]]: {{Card|City Quarter}} -- Variable amount of draw. You need at least two other [[Action]] cards in hand to increase your handsize.
 
* [[Empires]]: {{Card|City Quarter}} -- Variable amount of draw. You need at least two other [[Action]] cards in hand to increase your handsize.
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* [[Allies]]: {{card|Capital City}} -- You need to have generated {{Cost|2}} before.  
 
* [[Allies]]: {{card|Capital City}} -- You need to have generated {{Cost|2}} before.  
 
* [[Allies]]: {{card|Battle Plan}} -- If you can reveal an [[Attack]] card from your hand.
 
* [[Allies]]: {{card|Battle Plan}} -- If you can reveal an [[Attack]] card from your hand.
 +
* [[Plunder (expansion)|Plunder]]: {{card|Swamp Shacks}} -- If you have six or more cards in play.
 +
* [[Plunder (expansion)|Plunder]]: {{trait|Shy}} -- only works at the beginning of your turn, and only once per turn.
  
 
=== Specific-card drawers ===
 
=== Specific-card drawers ===
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* {{Card|Seer}} draws cards costing from {{Cost|2}} to {{Cost|4}}.
 
* {{Card|Seer}} draws cards costing from {{Cost|2}} to {{Cost|4}}.
 
* {{card|Hunter}} draws cards of ''different'' types.
 
* {{card|Hunter}} draws cards of ''different'' types.
 +
 +
=== Non-terminal duration draw ===
 +
 +
These non-terminal cards [[duration draw|increase handsize on future turns]], not immediately.
 +
 +
* [[Seaside]]: {{card|Caravan}}
 +
* [[Empires]]: {{card|Archive}}
 +
* [[Nocturne]]: {{card|Den of Sin}}, {{Card|Crypt}}
  
 
=== Unreliable non-terminal draw ===
 
=== Unreliable non-terminal draw ===
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* {{Card|Shanty Town}} acts as a Lab variant if you have no [[Action]] cards in hand, but otherwise decreases handsize.
 
* {{Card|Shanty Town}} acts as a Lab variant if you have no [[Action]] cards in hand, but otherwise decreases handsize.
 
* {{card|Diplomat}} acts as a Lab variant if your handsize is small, but otherwise is [[terminal]].
 
* {{card|Diplomat}} acts as a Lab variant if your handsize is small, but otherwise is [[terminal]].
* {{Card|Native Village}} and {{Card|Crypt}} both hide away cards, rather than drawing them, but can non-terminally add them to your hand.
+
* {{Card|Native Village}} hides away cards, rather than drawing them, but can non-terminally add them to your hand.
 +
* ''{{card|Trusty Steed}}'' and {{card|Courser}} are difficult to gain and you can generally only get one copy of them, so they're hard to use as the basis of an engine.
 
* {{Card|Crossroads}} provides non-terminal draw the first time you play it on a turn, if there are multiple [[Victory card|Victory cards]] in your hand.
 
* {{Card|Crossroads}} provides non-terminal draw the first time you play it on a turn, if there are multiple [[Victory card|Victory cards]] in your hand.
 
* {{Card|Cultist}} is technically terminal, but will allow you to play additional Cultists after it.
 
* {{Card|Cultist}} is technically terminal, but will allow you to play additional Cultists after it.
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* {{card|Secret Passage}} is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it.
 
* {{card|Secret Passage}} is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it.
* {{Card|Fugitive}} is a non-terminal source of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
+
* {{Card|Fugitive}} and {{card|Ferryman}} are non-terminal sources of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
 
* {{Card|Forum}} is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
 
* {{Card|Forum}} is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
 
* {{card|Recruiter}} gives you [[Villagers]] if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize.
 
* {{card|Recruiter}} gives you [[Villagers]] if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize.
  
 +
==Gallery==
 +
===Unconditional===
 +
{{CardImage|Archive}}{{CardImage|Advisor}}{{CardImage|Alchemist}}{{CardImage|Caravan}}{{CardImage|Den of Sin}}{{CardImage|Destrier}}{{CardImage|Distant Shore}}{{CardImage|Encampment}}{{CardImage|Experiment}}{{CardImage|Governor}}{{CardImage|Horse}}{{CardImage|Laboratory}}{{CardImage|Lich}}{{CardImage|Lost City}}{{CardImage|Madman}}{{CardImage|Sibyl}}{{CardImage|Stables}}{{LandscapeImage|Way of the Horse}}
  
 +
===Conditional===
 +
{{CardImage|Apprentice}}{{CardImage|Battle Plan}}{{CardImage|Capital City}}{{CardImage|City}}{{CardImage|City Quarter}}{{CardImage|Cursed Village}}{{CardImage|Menagerie}}{{CardImage|Storyteller}}{{CardImage|Teacher}}{{CardImage|Tide Pools}}{{CardImage|Wishing Well}}{{LandscapeImage|Lost Arts}}{{LandscapeImage|Pathfinding}}
  
 +
===Only specific cards===
 +
{{CardImage|Apothecary}}{{CardImage|Bustling Village}}{{CardImage|Hunter}}{{CardImage|Hunting Party}}{{CardImage|Magpie}}{{CardImage|Patrician}}{{CardImage|Scrying Pool}}{{CardImage|Sea Chart}}{{CardImage|Seer}}{{CardImage|Settlers}}{{CardImage|Vagrant}}{{CardImage|Will-o'-Wisp}}
  
 
{{Navbox card categories}}
 
{{Navbox card categories}}
 
[[Category:Terminality]]
 
[[Category:Terminality]]

Latest revision as of 21:26, 20 February 2024

Laboratory, a non-terminal draw card.

Cards that can increase your handsize without depleting your number of available Actions are referred to as non-terminal draw cards. They make a welcome addition to almost any engine strategy, in which large handsizes allow you to find and line up your key engine components.

The simplest vanilla non-terminal draw card is LaboratoryLaboratory.jpg; cards that have similar effects are therefore sometimes referred to as Lab variants.

Non-terminal draw is closely related to duration draw: playing a duration-draw card on one turn provides an effect similar to playing a non-terminal draw card on your next turn.

Contents

[edit] List of non-terminal draw cards

These draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Cards in italics have been removed.

[edit] Conditional effects

These cards are restricted by only being able to increase handsize in certain circumstances; if the condition is not met, most will be simple cantrips, or even reduce handsize.

[edit] Specific-card drawers

A subset of conditional non-terminal draw. These non-terminal cards only draw cards of a specific type or other category, and increase handsize if they find such cards.

[edit] Non-terminal duration draw

These non-terminal cards increase handsize on future turns, not immediately.

[edit] Unreliable non-terminal draw

These cards are not usually considered Lab variants, but can play that role in some decks:

  • IronmongerIronmonger.jpg can act as Lab variants depending on what card is on top of your deck.
  • Shanty TownShanty Town.jpg acts as a Lab variant if you have no Action cards in hand, but otherwise decreases handsize.
  • DiplomatDiplomat.jpg acts as a Lab variant if your handsize is small, but otherwise is terminal.
  • Native VillageNative Village.jpg hides away cards, rather than drawing them, but can non-terminally add them to your hand.
  • Trusty SteedTrusty Steed.jpg and CourserCourser.jpg are difficult to gain and you can generally only get one copy of them, so they're hard to use as the basis of an engine.
  • CrossroadsCrossroads.jpg provides non-terminal draw the first time you play it on a turn, if there are multiple Victory cards in your hand.
  • CultistCultist.jpg is technically terminal, but will allow you to play additional Cultists after it.
  • ImpImp.jpg allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is.
  • AvantoAvanto.jpg allows you to play a cantrip SaunaSauna.jpg if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
  • SheepdogSheepdog.jpg can provide draw without using up an Action if you gain a card while you have it in hand.
  • GoatherdGoatherd.jpg provides non-terminal draw if your opponent trashed multiple cards on their last turn.
  • EmissaryEmissary.jpg is only non-terminal if it makes you shuffle while drawing.

[edit] Related cards

These cards draw multiple cards but overall only maintain handsize rather than increasing it.

  • Secret PassageSecret Passage.jpg is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it.
  • FugitiveFugitive.jpg and FerrymanFerryman.jpg are non-terminal sources of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
  • ForumForum.jpg is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
  • RecruiterRecruiter.jpg gives you Villagers if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize.

[edit] Gallery

[edit] Unconditional

Archive.jpgAdvisor.jpgAlchemist.jpgCaravan.jpgDen of Sin.jpgDestrier.jpgDistant Shore.jpgEncampment.jpgExperiment.jpgGovernor.jpgHorse.jpgLaboratory.jpgLich.jpgLost City.jpgMadman.jpgSibyl.jpgStables.jpgWay of the Horse.jpg

[edit] Conditional

Apprentice.jpgBattle Plan.jpgCapital City.jpgCity.jpgCity Quarter.jpgCursed Village.jpgMenagerie.jpgStoryteller.jpgTeacher.jpgTide Pools.jpgWishing Well.jpgLost Arts.jpgPathfinding.jpg

[edit] Only specific cards

Apothecary.jpgBustling Village.jpgHunter.jpgHunting Party.jpgMagpie.jpgPatrician.jpgScrying Pool.jpgSea Chart.jpgSeer.jpgSettlers.jpgVagrant.jpgWill-o'-Wisp.jpg


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