Terminal draw
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[[Image:Smithy.jpg|thumb|right|200px|[[Smithy]], a terminal draw card.]] | [[Image:Smithy.jpg|thumb|right|200px|[[Smithy]], a terminal draw card.]] | ||
− | '''Terminal draw''' cards—[[Action]] cards that increase the number of cards in hand but [[terminal | + | '''Terminal draw''' cards—[[Action]] cards that increase the number of cards in hand but are [[terminal]]—can be a core component of [[engine]]s when supplied with sufficient [[villages]] because they can enable you to draw most or all of your deck each turn as a form of [[deck control]]. If a [[Kingdom]] is missing important components for an engine, certain terminal draw cards (for example {{Card|Wharf}} or {{Card|Gear}}) are good enablers of a [[Money strategy|money-based strategy]]. In both cases terminal draw aids deck [[cycling]], helping new buys get shuffled into the deck sooner. |
− | The chief danger of terminal draw cards is their ability to draw other Action cards [[dead]] | + | The chief danger of terminal draw cards is their ability to draw other Action cards you are unable to play; these Action cards are said to be drawn [[dead]]. |
Terminals that provide +3 Cards or more are sometimes referred to as {{Card|Smithy}} variants, after the simplest [[vanilla]] terminal draw card. | Terminals that provide +3 Cards or more are sometimes referred to as {{Card|Smithy}} variants, after the simplest [[vanilla]] terminal draw card. | ||
== List of terminal draw cards == | == List of terminal draw cards == | ||
+ | {{Way|Way of the Chameleon}} from [[Menagerie (expansion)|Menagerie]] can turn most {{Cost}}-[[virtual coin|generating Action]] cards into terminal draw and vice versa. | ||
− | === Cards providing +3 | + | Cards in ''italics'' have been [[removed]]. |
− | + | === Cards providing +3 Cards or more === | |
* [[Dominion (base set)|Dominion]]: {{Card|Council Room}}, {{Card|Smithy}} | * [[Dominion (base set)|Dominion]]: {{Card|Council Room}}, {{Card|Smithy}} | ||
− | * [[ | + | * [[Intrigue]]: {{Card|Nobles}} (''optional''), {{card|Patrol}}, {{Card|Torturer}} |
− | + | * [[Seaside]]: {{Card|Wharf}} (gives +2 Cards twice) | |
* [[Prosperity]]: {{Card|Rabble}} | * [[Prosperity]]: {{Card|Rabble}} | ||
* [[Hinterlands]]: {{Card|Margrave}} | * [[Hinterlands]]: {{Card|Margrave}} | ||
* [[Dark Ages]]: {{Card|Catacombs}}, {{Card|Hunting Grounds}} | * [[Dark Ages]]: {{Card|Catacombs}}, {{Card|Hunting Grounds}} | ||
* [[Guilds]]: {{Card|Journeyman}} | * [[Guilds]]: {{Card|Journeyman}} | ||
− | * [[Adventures]]: {{Card| | + | * [[Adventures]]: {{Card|Haunted Woods}} |
− | + | * [[Empires]]: {{card|Wild Hunt}} | |
− | {{ | + | * [[Nocturne]]: {{card|Pooka}}, {{Card|Tragic Hero}}, {{card|Werewolf}} |
+ | * [[Renaissance]]: {{card|Old Witch}}, {{card|Swashbuckler}} | ||
+ | * [[Menagerie (expansion)|Menagerie]]: {{card|Barge}}, {{card|Wayfarer}} | ||
+ | * [[Allies]]: {{card|Emissary}}, {{Card|Highwayman}}, {{Card|Stronghold}} (''optional'') | ||
+ | * [[Plunder (expansion)|Plunder]]: {{card|Crew}}, {{card|Pilgrim}} | ||
+ | * [[Promo]]: {{Card|Envoy}}, {{Card|Avanto}} (if you don't have a {{Card|Sauna}} in hand) | ||
=== Small draw with filtering === | === Small draw with filtering === | ||
+ | These cards only provide a total of 2 cards, but allow some filtering or sifting to help you draw the cards you want. | ||
− | + | * [[Dominion]]: ''{{Card|Adventurer}}'' | |
+ | * [[Intrigue]]: {{Card|Courtyard}} | ||
+ | * [[Hinterlands]]: ''{{Card|Embassy}}'', ''{{Card|Oracle}}'', {{card|Witch's Hut}} | ||
+ | * [[Plunder (expansion)|Plunder]]: {{card|Mapmaker}} | ||
− | + | === Cards providing +2 Cards === | |
− | + | These cards' principal functions are usually something other than terminal draw. | |
− | + | ||
− | + | * [[Dominion]]: {{Card|Moat}}, {{Card|Witch}} | |
+ | * [[Intrigue]]: {{Card|Masquerade}}, {{Card|Steward}} (''optional''), {{card|Diplomat}} (''sometimes non-terminal'') | ||
+ | * [[Seaside]]: ''{{Card|Ghost Ship}}'', {{card|Sea Witch}} | ||
+ | * [[Prosperity]]: {{Card|Vault}} | ||
+ | * [[Cornucopia]]: {{Card|Followers}}, {{Card|Trusty Steed}} (''optional'') | ||
+ | * [[Dark Ages]]: {{Card|Cultist}} (can be [[Glossary#C|chained]] and thereby effectively be non-terminal), {{Card|Sir Destry}} | ||
+ | ** {{Card|Mercenary}} gives +2 Cards but also trashes two cards | ||
+ | * [[Guilds & Cornucopia]]: {{card|Courser}} (''optional'') | ||
+ | ** {{card|Infirmary}} gives only +1 card | ||
+ | * [[Adventures]]: {{Card|Warrior}}, {{Card|Gear}} | ||
+ | * [[Nocturne]]: {{Card|Faithful Hound}}, {{card|Imp}} (dependent on your card in hand and in play) | ||
+ | * [[Renaissance]]: {{card|Lackeys}}, {{Card|Silk Merchant}}, {{Card|Recruiter}} | ||
+ | ** All these Renaissance cards provide ways of getting [[Villager]]s, which may be used to make them [[non-terminal]] | ||
+ | * [[Menagerie (expansion)|Menagerie]]: {{card|Black Cat}}, {{card|Sheepdog}}, {{way|Way of the Otter}} | ||
+ | * [[Plunder (expansion)|Plunder]]: {{card|Figurine}} is a [[Treasure]], so formally not a terminal action; but when it is played normally in your Buy phase it does not allow you to play the Actions you draw. | ||
+ | * [[Allies]]: {{card|Blacksmith}} (''optional'') | ||
− | + | ===Variable=== | |
− | + | ==== Draw-to-x ==== | |
− | + | Certain terminal Actions [[Draw-to-x|draw up to a specified handsize]]. These are especially useful against [[handsize attack|handsize attacks]] or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as {{Card|Festival}} and {{Card|Hamlet}}. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | * [[Dominion]]: {{Card|Library}}—up to 7 | ||
+ | * [[Prosperity]]: {{Card|Watchtower}}—up to 6 | ||
+ | * [[Hinterlands]]: {{Card|Jack of all Trades}}—up to 5 | ||
+ | * [[Renaissance]]: {{Card|Scholar}}—discards your hand and draws 7 cards | ||
+ | * [[Menagerie (expansion)|Menagerie]]: {{way|Way of the Owl}}—up to 6 | ||
+ | * [[Allies]]: {{card|Blacksmith}}—up to 6 (''optional'') | ||
− | + | ==== Other ==== | |
− | {{Card| | + | * [[Prosperity]]: {{card|Magnate}} draws a number of cards equal to the number of [[Treasure]]s in your hand. |
+ | * [[Hinterlands]]: | ||
+ | ** {{Card|Crossroads}} draws cards depending on the number of [[Victory]] cards in hand (but is [[non-terminal]] the first time it is played each turn). | ||
+ | ** {{card|Guard Dog}} draws 4 cards if played from a small starting hand, but only 2 cards if played from a larger hand. | ||
+ | * [[Cornucopia and Guilds]]: | ||
+ | ** {{card|Carnival}} draws up to four cards, but can't draw multiple copies of the same card. | ||
+ | ** {{card|Housecarl}} draws cards equal to the number of differently-named [[Action]]s you have in play. | ||
+ | * [[Adventures]]: {{Card|Ranger}} - draws 5 cards every other play for an average of 2.5 cards per play. | ||
+ | * [[Empires]]: {{Card|Royal Blacksmith}} - effective handsize increase depends on the amount of {{Card|Copper}} in your deck. | ||
+ | * [[Allies]]: {{card|Broker}} can draw cards depending on what card is trashed with it. | ||
+ | * [[Allies]]: {{card|Marquis}} - effective handsize increase depends on your starting handsize. | ||
+ | * [[Plunder (expansion)|Plunder]]: {{card|Maroon}} draws a number of cards depending on the number of [[type]]s a trashed card has. | ||
− | {{ | + | ==Gallery== |
+ | ===Drawing three or more cards=== | ||
+ | {{CardImage|Avanto}}{{CardImage|Barge}}{{CardImage|Catacombs}}{{CardImage|Council Room}}{{CardImage|Emissary}}{{CardImage|Envoy}}{{CardImage|Haunted Woods}}{{CardImage|Highwayman}}{{CardImage|Hunting Grounds}}{{CardImage|Journeyman}}{{CardImage|Margrave}}{{CardImage|Nobles}}{{CardImage|Old Witch}}{{CardImage|Patrol}}{{CardImage|Pooka}}{{CardImage|Rabble}}{{CardImage|Smithy}}{{CardImage|Stronghold}}{{CardImage|Swashbuckler}}{{CardImage|Torturer}}{{CardImage|Tragic Hero}}{{CardImage|Wayfarer}}{{CardImage|Wharf}}{{CardImage|Werewolf}}{{CardImage|Wild Hunt}} | ||
− | === | + | ===Drawing two cards=== |
+ | {{CardImage|Black Cat}}{{CardImage|Blacksmith}}{{CardImage|Courtyard}}{{CardImage|Cultist}}{{CardImage|Diplomat}}{{CardImage|Faithful Hound}}{{CardImage|Followers}}{{CardImage|Gear}}{{CardImage|Imp}}{{CardImage|Lackeys}}{{CardImage|Masquerade}}{{CardImage|Moat}}{{CardImage|Recruiter}}{{CardImage|Sea Witch}}{{CardImage|Sheepdog}}{{CardImage|Silk Merchant}}{{CardImage|Sir Destry}}{{CardImage|Steward}}{{CardImage|Trusty Steed}}{{CardImage|Vault}}{{CardImage|Warrior}}{{CardImage|Witch}}{{CardImage|Witch's Hut}}{{LandscapeImage|Way of the Otter}} | ||
− | + | ===Variable amount of draw=== | |
+ | {{CardImage|Blacksmith}}{{CardImage|Broker}}{{CardImage|Crossroads}}{{CardImage|Guard Dog}}{{CardImage|Library}}{{CardImage|Magnate}}{{CardImage|Marquis}}{{CardImage|Ranger}}{{CardImage|Royal Blacksmith}}{{CardImage|Scholar}} | ||
+ | {{CardImage|Watchtower}}{{LandscapeImage|Way of the Owl}} | ||
− | + | ===Removed=== | |
− | + | {{CardImage|Adventurer}}{{CardImage|Embassy}}{{CardImage|Ghost Ship}}{{CardImage|Oracle}} | |
− | + | ||
{{Navbox card categories}} | {{Navbox card categories}} | ||
− | + | [[Category:Terminality]] | |
− | [[Category: | + |
Latest revision as of 09:19, 28 March 2024
Terminal draw cards—Action cards that increase the number of cards in hand but are terminal—can be a core component of engines when supplied with sufficient villages because they can enable you to draw most or all of your deck each turn as a form of deck control. If a Kingdom is missing important components for an engine, certain terminal draw cards (for example Wharf or Gear) are good enablers of a money-based strategy. In both cases terminal draw aids deck cycling, helping new buys get shuffled into the deck sooner.
The chief danger of terminal draw cards is their ability to draw other Action cards you are unable to play; these Action cards are said to be drawn dead.
Terminals that provide +3 Cards or more are sometimes referred to as Smithy variants, after the simplest vanilla terminal draw card.
Contents |
[edit] List of terminal draw cards
Way of the Chameleon from Menagerie can turn most -generating Action cards into terminal draw and vice versa.
Cards in italics have been removed.
[edit] Cards providing +3 Cards or more
- Dominion: Council Room, Smithy
- Intrigue: Nobles (optional), Patrol, Torturer
- Seaside: Wharf (gives +2 Cards twice)
- Prosperity: Rabble
- Hinterlands: Margrave
- Dark Ages: Catacombs, Hunting Grounds
- Guilds: Journeyman
- Adventures: Haunted Woods
- Empires: Wild Hunt
- Nocturne: Pooka, Tragic Hero, Werewolf
- Renaissance: Old Witch, Swashbuckler
- Menagerie: Barge, Wayfarer
- Allies: Emissary, Highwayman, Stronghold (optional)
- Plunder: Crew, Pilgrim
- Promo: Envoy, Avanto (if you don't have a Sauna in hand)
[edit] Small draw with filtering
These cards only provide a total of 2 cards, but allow some filtering or sifting to help you draw the cards you want.
- Dominion: Adventurer
- Intrigue: Courtyard
- Hinterlands: Embassy, Oracle, Witch's Hut
- Plunder: Mapmaker
[edit] Cards providing +2 Cards
These cards' principal functions are usually something other than terminal draw.
- Dominion: Moat, Witch
- Intrigue: Masquerade, Steward (optional), Diplomat (sometimes non-terminal)
- Seaside: Ghost Ship, Sea Witch
- Prosperity: Vault
- Cornucopia: Followers, Trusty Steed (optional)
- Dark Ages: Cultist (can be chained and thereby effectively be non-terminal), Sir Destry
- Mercenary gives +2 Cards but also trashes two cards
- Guilds & Cornucopia: Courser (optional)
- Infirmary gives only +1 card
- Adventures: Warrior, Gear
- Nocturne: Faithful Hound, Imp (dependent on your card in hand and in play)
- Renaissance: Lackeys, Silk Merchant, Recruiter
- All these Renaissance cards provide ways of getting Villagers, which may be used to make them non-terminal
- Menagerie: Black Cat, Sheepdog, Way of the Otter
- Plunder: Figurine is a Treasure, so formally not a terminal action; but when it is played normally in your Buy phase it does not allow you to play the Actions you draw.
- Allies: Blacksmith (optional)
[edit] Variable
[edit] Draw-to-x
Certain terminal Actions draw up to a specified handsize. These are especially useful against handsize attacks or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as Festival and Hamlet.
- Dominion: Library—up to 7
- Prosperity: Watchtower—up to 6
- Hinterlands: Jack of all Trades—up to 5
- Renaissance: Scholar—discards your hand and draws 7 cards
- Menagerie: Way of the Owl—up to 6
- Allies: Blacksmith—up to 6 (optional)
[edit] Other
- Prosperity: Magnate draws a number of cards equal to the number of Treasures in your hand.
- Hinterlands:
- Crossroads draws cards depending on the number of Victory cards in hand (but is non-terminal the first time it is played each turn).
- Guard Dog draws 4 cards if played from a small starting hand, but only 2 cards if played from a larger hand.
- Cornucopia and Guilds:
- Adventures: Ranger - draws 5 cards every other play for an average of 2.5 cards per play.
- Empires: Royal Blacksmith - effective handsize increase depends on the amount of Copper in your deck.
- Allies: Broker can draw cards depending on what card is trashed with it.
- Allies: Marquis - effective handsize increase depends on your starting handsize.
- Plunder: Maroon draws a number of cards depending on the number of types a trashed card has.
[edit] Gallery
[edit] Drawing three or more cards
[edit] Drawing two cards
[edit] Variable amount of draw
[edit] Removed