Disappearing money: Difference between revisions

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[[Image:Festival.jpg|thumb|right|200px|[[Festival]], a disappearing money card.]]
[[Image:Festival.jpg|thumb|right|200px|[[Festival]], a disappearing money card.]]


'''Disappearing money''' is an informal term for [[non-terminal]] [[Action]] cards that give +{{Cost|}} but are [[stop card]]s. They resemble most [[Treasure]] cards in that they give +{{Cost|}} and reduce handsize when played, and any number of them can be freely played on a turn; but unlike Treasure cards they can be played from your hand ''before'' other Action cards are played, which makes them relevant as [[payload]] in certain kinds of [[engine]]s that do not work well with Treasures.
'''Disappearing money''' is an informal term for [[non-terminal]] [[Action]] cards that give {{Costplus}} but are [[stop card]]s. They resemble most [[Treasure]] cards in that they give {{Costplus}} and reduce handsize when played, and any number of them can be freely played on a turn; but unlike Treasure cards they can be played from your hand ''before'' other Action cards are played, which makes them relevant as [[payload]] in certain kinds of [[engine]]s that do not work well with Treasures.


With sufficient [[terminal space]], [[terminal]] Actions that give +{{Cost|}} (like {{Card|Guildmaster}}) can work the same way.
With sufficient [[terminal space]], [[terminal]] Actions that give {{Costplus}} (like {{Card|Guildmaster}}) can work the same way.


== Engines which benefit from disappearing money ==
== Engines which benefit from disappearing money ==
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== List of cards that can provide disappearing money ==
== List of cards that can provide disappearing money ==


* [[Dominion]]: {{Card|Festival}}
=== No conditions ===
* [[Intrigue]]: {{Card|Courtier}}, {{Card|Minion}}, {{Card|Pawn}}
These are always, or can always be chosen to be played as, disappearing money.
* [[Seaside]]: {{Card|Lighthouse}}, {{Card|Fishing Village}}
* {{Set|Dominion}}: {{Card|Festival}}
* [[Dark Ages]]: {{Card|Forager}}, {{Card|Mystic}}, {{Card|Squire}}
* {{Set|Intrigue}}: {{Card|Minion}}, {{Card|Pawn}}
* [[Guilds]]: {{Card|Candlestick Maker}}
* {{Set|Seaside}}: {{Card|Lighthouse}}, {{Card|Fishing Village}}
* [[Adventures]]: {{Card|Treasure Hunter}}
* {{Set|Dark Ages}}: {{Card|Mystic}}, {{Card|Squire}}
* [[Empires]]: {{Card|Villa}}
* {{Set|Cornucopia & Guilds}}: {{Card|Candlestick Maker}}, {{Card|Courser}}, ''{{Card|Trusty Steed}}''
* [[Nocturne]]: {{Card|Conclave}}
* {{Set|Adventures}}: {{Card|Treasure Hunter}}
* [[Renaissance]]: {{Card|Patron}}
* {{Set|Empires}}: {{Card|Villa}}
* [[Menagerie (expansion)|Menagerie]]: {{Card|Bounty Hunter}}, {{Card|Coven}}, {{Card|Paddock}}, {{Way|Way of the Mule}}
* {{Set|Renaissance}}: {{Card|Patron}}
* [[Allies]]: {{card|Sycophant}}, {{card|Merchant Camp}}
* {{Set|Menagerie}}: {{Card|Coven}}, {{Way|Way of the Mule}}
* [[Plunder (expansion)|Plunder]]: {{card|Mining Road}}, {{card|Shaman}}, {{card|Taskmaster}}
* {{Set|Allies}}: {{Card|Merchant Camp}}
* [[Rising Sun]]: {{card|Kitsune}}
* {{Set|Plunder}}: {{card|Mining Road}}, {{card|Shaman}}, {{card|Taskmaster}}
* {{Set|Rising Sun}}: {{card|Kitsune}}


{{Card|Oasis}} and {{Card|Junk Dealer}} each draw a card but also remove a card from your hand, so they have the same effect on your hand size as if they were a stop card.
{{Card|Oasis}} and {{Card|Junk Dealer}} each draw a card but also remove a card from your hand, so they have the same effect on your hand size as if they were a stop card.
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=== Conditional and related effects ===
=== Conditional and related effects ===


* [[Base]]: {{Card|Poacher}} -- Only reduces your handsize if at least one [[Supply]] pile is empty.
* {{Set|Dominion}}: {{Card|Poacher}} Only reduces your handsize if at least one [[Supply]] pile is empty.
* [[Prosperity]]: {{card|Clerk}} -- Is only [[non-terminal]] if it is in your hand at the start of your turn.
* {{Set|Intrigue}}: {{Card|Courtier}} – Needs a card with at 2 or more types in hand to produce both +1 Action and {{Costplus|3}}.
* [[Seaside]]: {{card|Sailor}} -- disappears from your hand on one turn to provide money on the next turn.
* {{Set|Intrigue}}: {{Card|Ironworks}} – If gaining an [[Action]]-[[Treasure]].
* [[Guilds]]: {{Card|Plaza}} -- requires you to discard a [[Treasure]] or it doesn't reduce your handsize.
* {{Set|Prosperity}}: {{card|Clerk}} Is only [[non-terminal]] if it is in your hand at the start of your turn.
* [[Nocturne]]: {{Boon|The Field's Gift}} -- unreliable because it will only be revealed by a [[Fate]] card 1/12 of the time.
* {{Set|Seaside}}: {{card|Sailor}} disappears from your hand on one turn to provide money on the next turn.
* [[Allies]]: {{card|Courier}} and {{card|Elder}} -- need to play a non-terminal [[stop card]]. In the latter case, a [[cantrip]] also works.
* {{Set|Dark Ages}}: {{Card|Forager}} – Only provides {{Costplus}} if there are any [[Treasure]]s in the trash.
* {{Set|Cornucopia & Guilds}}: {{Card|Plaza}} requires you to discard a [[Treasure]] or it doesn't reduce your handsize.
* {{Set|Nocturne}}: {{Card|Conclave}} – Is [[terminal]] unless you can play an [[Action]] card that you don't already have a copy of in play.
* {{Set|Nocturne}}: {{Boon|The Field's Gift}} unreliable because it will only be revealed by a [[Fate]] card 1/12 of the time.
* {{Set|Menagerie}}: {{Card|Bounty Hunter}} – Only provides {{Costplus|3}} if [[Exile|Exiling]] a card not already in Exile.
* {{Set|Menagerie}}: {{Card|Paddock}} – Only produces +Actions if there are empty supply piles.
* {{Set|Menagerie}}: {{Card|Scrap}} – Can provide both +1 Action and {{Costplus|1}} if trashing a card costing at least {{Cost|2}}.
* {{Set|Allies}}: {{Card|Courier}} and {{Card|Elder}} need to play a non-terminal [[stop card]]. In the latter case, a [[cantrip]] also works.
* {{Set|Allies}}: {{Card|Sycophant}} – Only provides {{Costplus|3}} if there are any cards in hand to discard.


==Gallery==
==Gallery==
{{CardImage|Bounty Hunter}}{{CardImage|Candlestick Maker}}{{CardImage|Conclave}}{{CardImage|Courtier}}{{CardImage|Coven}}{{CardImage|Festival}}{{CardImage|Fishing Village}}{{CardImage|Forager}}{{CardImage|Lighthouse}}{{CardImage|Merchant Camp}}{{CardImage|Minion}}{{CardImage|Mystic}}{{CardImage|Paddock}}{{CardImage|Patron}}{{CardImage|Pawn}}{{CardImage|Squire}}{{CardImage|Sycophant}}{{CardImage|Treasure Hunter}}{{CardImage|Villa}}{{LandscapeImage|Way of the Mule}}
=== Unconditional ===
{{CardImage|Candlestick Maker}}{{CardImage|Courser}}{{CardImage|Coven}}{{CardImage|Festival}}{{CardImage|Fishing Village}}{{CardImage|Kitsune}}{{CardImage|Lighthouse}}{{CardImage|Merchant Camp}}{{CardImage|Mining Road}}{{CardImage|Minion}}{{CardImage|Mystic}}{{CardImage|Patron}}{{CardImage|Pawn}}{{CardImage|Shaman}}{{CardImage|Squire}}{{CardImage|Taskmaster}}{{CardImage|Treasure Hunter}}{{CardImage|Villa}}{{LandscapeImage|Way of the Mule}}
 
=== Conditional ===
{{CardImage|Bounty Hunter}}{{CardImage|Clerk}}{{CardImage|Conclave}}{{CardImage|Courier}}{{CardImage|Courtier}}{{CardImage|Elder}}{{CardImage|Forager}}{{CardImage|Ironworks}}{{CardImage|Paddock}}{{CardImage|Plaza}}{{CardImage|Poacher}}{{CardImage|Sailor}}{{CardImage|Scrap}}{{CardImage|Sycophant}}{{LandscapeImage|The Field's Gift}}
 
=== Removed ===
{{CardImage|Trusty Steed}}


{{Navbox card categories}}
{{Navbox card categories}}


[[Category: Buy/Money]]
[[Category: Buy/Money]]

Revision as of 17:32, 15 August 2024

Festival, a disappearing money card.

Disappearing money is an informal term for non-terminal Action cards that give +$ but are stop cards. They resemble most Treasure cards in that they give +$ and reduce handsize when played, and any number of them can be freely played on a turn; but unlike Treasure cards they can be played from your hand before other Action cards are played, which makes them relevant as payload in certain kinds of engines that do not work well with Treasures.

With sufficient terminal space, terminal Actions that give +$ (like Guildmaster) can work the same way.

Engines which benefit from disappearing money

  • Draw-to-x cards like Library, Cursed Village, Minion
  • Tactician which typically prevents you from using Treasures on the turn it is played.
  • Menagerie: unlike Treasure, you can have any number of copies of the same disappearing-money Action and play them all before Menagerie to create a hand with no duplicates.
  • Engines that draw Actions much more easily than Treasures: Scrying Pool and City Quarter
  • Diplomat: reducing your handsize first before playing Diplomat allows you to use Diplomat as a village.

List of cards that can provide disappearing money

No conditions

These are always, or can always be chosen to be played as, disappearing money.

Oasis and Junk Dealer each draw a card but also remove a card from your hand, so they have the same effect on your hand size as if they were a stop card.

Conditional and related effects

Gallery

Unconditional

Conditional

Removed


Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn