Madman
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|text = +2 Actions<br />Return this to the Madman pile. If you do, +1 Card per card in your hand.<br />(This is not in the Supply.) | |text = +2 Actions<br />Return this to the Madman pile. If you do, +1 Card per card in your hand.<br />(This is not in the Supply.) | ||
}} | }} | ||
− | '''Madman''' | + | '''Madman''' is a [[one-shot]] [[Action]] card from [[Dark Ages]]. You can only get it by playing a [[Hermit]], and you return it to the Madman pile as soon as you use it once. |
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
− | * This card is not in the Supply; it can only be obtained via Hermit. | + | * This card is not in the Supply; it can only be obtained via [[Hermit]]. |
* When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. | * When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. | ||
− | * Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). | + | * Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via [[Procession]], [[Throne Room]] (from [[Dominion]]), or [[King's Court]] (from [[Prosperity]]). |
* So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly {{Cost|1}} if you can. | * So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly {{Cost|1}} if you can. | ||
=== Other Rules clarifications === | === Other Rules clarifications === | ||
+ | * Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition. | ||
== Strategy Article == | == Strategy Article == | ||
+ | [[Dark Ages]] hasn't been around long, and there isn't a community consensus on how to play Madman. If you know of good Madman strategies or combos, please share them on the [forums.dominionstrategy.com forums!] | ||
+ | |||
+ | It's evident that Madman does not play nice with [[handsize attack]]s. If you get [[Militia]]'d and then play Madman, the Madman will only give you +2 Cards, +2 Actions - it's okay but not that great, since you can only use the Madman once. | ||
+ | |||
+ | Madman certainly does play well with +Buy; it's clear that a few Madmen is a straightforward way to get a huge hand, but without +Buy, a huge hand can only do so much for you. The difficulty of buying a Hermit, buying nothing on a turn where you play the Hermit, and then finally drawing the Madman is too high for the payoff to be just one single Province. | ||
+ | |||
+ | Perhaps a Madman [[mega-turn]] is a reasonable thing to aim for. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | * +Buy | ||
=== Antisynergies === | === Antisynergies === | ||
+ | * [[handsize attack]]s | ||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === |
Revision as of 16:12, 13 November 2012
Madman | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | No |
Set | Dark Ages |
Illustrator(s) | Claus Stefan |
Card text | |
+2 Actions Return this to the Madman pile. If you do, +1 Card per card in your hand. (This is not in the Supply.) |
Madman is a one-shot Action card from Dark Ages. You can only get it by playing a Hermit, and you return it to the Madman pile as soon as you use it once.
Contents |
FAQ
Official FAQ
- This card is not in the Supply; it can only be obtained via Hermit.
- When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards.
- Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity).
- So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly if you can.
Other Rules clarifications
- Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.
Strategy Article
Dark Ages hasn't been around long, and there isn't a community consensus on how to play Madman. If you know of good Madman strategies or combos, please share them on the [forums.dominionstrategy.com forums!]
It's evident that Madman does not play nice with handsize attacks. If you get Militia'd and then play Madman, the Madman will only give you +2 Cards, +2 Actions - it's okay but not that great, since you can only use the Madman once.
Madman certainly does play well with +Buy; it's clear that a few Madmen is a straightforward way to get a huge hand, but without +Buy, a huge hand can only do so much for you. The difficulty of buying a Hermit, buying nothing on a turn where you play the Hermit, and then finally drawing the Madman is too high for the payoff to be just one single Province.
Perhaps a Madman mega-turn is a reasonable thing to aim for.
Synergies/Combos
- +Buy
Antisynergies
Trivia
Secret History
I tried the bottom on another card that didn't survive, then put it here. Originally I thought I would have several cards that upgraded into specific non-supply cards, but each one both requires 10 extra cards to handle it, and gives me a card with a ton of text on it. So there are only two. The premise originally came from thinking about Pirate Ship, at a point when it was too late to change it. I realized that I could have made it that Pirate Ship either attacked or upgraded, and it upgraded into a Retired Pirate that made money. This change wouldn't have addressed any problems, it was just a cute thing I could have done, if I'd thought of it in time and had been welling to give up a card slot for it. So after that I planned on one day doing such cards. "If you didn't buy anything" was an obvious simple trigger, and a nice fit for a Hermit. If he doesn't go into town often enough, he goes mad.
Madman started as an Intrigue card for . At first it was +2 Actions, +3 Cards, trash this; then I moved it to the large version of Alchemy, which at the time was planning on having a hand-related sub-theme, and changed it from +3 Cards to doubling your hand size, because hey, that's cool. Then of course I moved it to Cornucopia when Alchemy ended up being small and Cornucopia took on the hand theme. Then Cornucopia lost that theme, but this card left first; it was too strong. What would happen was Bill Barksdale would be losing, and moaning about it, and he'd buy a Madman, because what other chance did he have, ugh, ugh, ugh. And then he'd buy two more. And he'd have a turn where he played all three and drew his deck and bought out the Provinces. It seemed like a card still worth doing; it just had to be harder to get them. And so it is.