Peddler variant: Difference between revisions

From DominionStrategy Wiki
Jump to navigation Jump to search
→‎Marginal Peddlers: there's marginal and then there's marginal—I think "can be a peddler under circumstances that virtually never happen" should not be listed here
Line 57: Line 57:


* {{Set|Dominion}}: {{Card|Vassal}} — a [[terminal silver]] that can play the top card of your deck if it is an [[Action]], which is kind of like giving +1 Card and +1 Action when it happens.
* {{Set|Dominion}}: {{Card|Vassal}} — a [[terminal silver]] that can play the top card of your deck if it is an [[Action]], which is kind of like giving +1 Card and +1 Action when it happens.
* {{Set|Intrigue}}: {{Card|Ironworks}} — can give +1 Card, +1 Action, and {{Costplus|1}} if the gained card is [[Action]], [[Treasure]], and [[Victory]]. Though no such card currently exists, {{Card|Mill}} affected by {{Project|Capitalism}} would fulfill it.
* {{Set|Intrigue}}: {{Card|Mining Village}} — is a [[villages|village]] with an optional [[one-shot]] {{Costplus|2}}
* {{Set|Intrigue}}: {{Card|Mining Village}} — is a [[villages|village]] with an optional [[one-shot]] {{Costplus|2}}
* {{Set|Intrigue}}: ''{{Card|Tribute}}'' — can give +2 Cards, +2 Actions, and {{Costplus|2}} under rare circumstances depending on the top of the deck of the opponent to your left.
* {{Set|Intrigue}}: ''{{Card|Tribute}}'' — can give +2 Cards, +2 Actions, and {{Costplus|2}} under rare circumstances depending on the top of the deck of the opponent to your left.
* {{Set|Prosperity}}: {{Card|City}} — acts as combination {{Card|Village}}, {{Card|Laboratory}}, {{Card|Market}} if two supply piles are empty
* {{Set|Prosperity}}: {{Card|City}} — acts as combination {{Card|Village}}, {{Card|Laboratory}}, {{Card|Market}} if two supply piles are empty
* {{Set|Cornucopia & Guilds}}: {{Card|Plaza}} — gives [[coffers]] if you discard a [[Treasure]] from hand
* {{Set|Cornucopia & Guilds}}: {{Card|Plaza}} — gives [[coffers]] if you discard a [[Treasure]] from hand
* {{Set|Empires}}: {{Card|Sacrifice}} — gives +2 Cards, +2 Actions, and {{Costplus|2}} if the trashed card is both [[Action]] and [[Treasure]].
* {{Set|Nocturne}}: {{Card|Secret Cave}} — requires you to discard 3 cards first, so it does not maintain handsize, and its {{Costplus|3}} is delayed until next turn.
* {{Set|Nocturne}}: {{Card|Secret Cave}} — requires you to discard 3 cards first, so it does not maintain handsize, and its {{Costplus|3}} is delayed until next turn.
* {{Set|Menagerie}}: {{Card|Scrap}} — can give +1 Card, +1 Action, and {{Costplus|1}} if the gained card costs at least {{Cost|3}} but since it trashes a card it doesn't maintain handsize
* {{Set|Menagerie}}: {{Card|Scrap}} — can give +1 Card, +1 Action, and {{Costplus|1}} if the gained card costs at least {{Cost|3}} but since it trashes a card it doesn't maintain handsize

Revision as of 13:58, 18 August 2024

Peddler, the archetype for this category.

Peddler variant, or cantrip money, is a catch-all term for cantrips that give +$. They fit very easily into almost any engine, since, as long as they are not drawn dead by a terminal draw card with no actions remaining, they can always be played to increase buying power without obstructing your access to other engine cards.

The simplest possible Peddler variant—a card that simply gives +1 Card, +1 Action, +$1—does not exist; all Peddler variants carry at least one other bonus, penalty, or quirk aside from the cantrip-money effect. Donald X. Vaccarino has commented that leaving this niche unfilled gives him more flexibility in designing variants. Consensus among analysts was that such a card, if it existed, would be balanced at a cost of roughly $4; however, Poacher was eventually introduced with a cost of $4, and is almost strictly worse than "vanilla peddler".

List of Peddler variants

The Peddler variants, and their differences from the notional "vanilla Peddler", are as follows. Cards in italics have been removed.

Unconditional Peddlers

These cards always give at least +1 Card, +1 Action, and +$1 (or the equivalent).

Conditional Peddlers

These cards have cantrip-money effects that are not always activated.

Peddlers without maintained handsize

Some cards have all three bonuses that make up a peddler but cannot be used in the same way because they do not maintain handsize:

Marginal Peddlers

These cards are not normally thought of as Peddler variants.

Lost Arts, Pathfinding, Training, and Teacher can all turn an Action card pile into a Peddler variant, depending on what else the card already does.

Elder allows Courser, Minion, Pawn, Spice Merchant, Town, Town Crier, and Trusty Steed to be played as Peddler variants. However if taking the play of Elder into account, maintaining handsize requires drawing 2 cards, which only some of these cards can.

Gallery

Unconditional

Conditional

Doesn't maintain handsize

Removed cards

Donald X.'s remarks on the lack of Vanilla Peddler

In 2015, before the introduction of Poacher, Donald X. was asked why there was no "vanilla Peddler" costing $4. His answer


A $4 Peddler (are we clear on what I mean here, yes, okay) would probably be fine. I mean it would be good, but it would be acceptable power-level-wise.

The Vanilla card problem is, vanilla cards limit what other cards can do (in games where cards can't naturally just be blatantly different in power level). For example Village at $3 means Village-with-a-bonus has to cost $4+. Otherwise some people are unhappy. It is really about that unhappiness, not necessarily any other issues. If say Walled Village cost $3, there would be people who were pissed. It would have no other negative consequences; it's still worth avoiding.

So, again just in certain kinds of games, you want to ration out the vanilla cards. They're valuable for being very simple cards, but limit what other cards can do.

My feeling was that $4-Peddler was a good one not to do. I did it, right away, but didn't use it; the main set got Market instead. With Market I can replace the +1 Buy with a different bonus and get a parade of cards that aren't clearly better/worse across the board. And then at $4 there are a couple cards that are some mix of better and worse than $4-Peddler, although that makes them more complex cards.

In the end, well the decision not to do $4-Peddler was an early one, and the years did not produce as many comparable $4's as expected. It probably would have been fine to have had $4-Peddler exist all these years. Tournament is obviously both better and worse; Ironmonger has acceptable differences. And Peddler itself you are hoping to pay $0 for.


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