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[[Image:Pearl_Diver.jpg|thumb|right|200px|[[Pearl Diver]], a cantrip card.]]
[[Image:Harbinger.jpg|thumb|right|200px|[[Harbinger]], a cantrip card.]]


'''Cantrip''' is the common slang term for any Dominion [[Action]] card which offers +1 Action and +1 Card. It is essentially self-replacing (not taking up space in your hand or taking up an action) and will usually offer some side benefit, such as the +{{Cost|1}} {{Card|Peddler}} offers or the additional +1 Action of {{Card|Village}}.
'''Cantrip''' is the common colloquial term for any Dominion [[Action]] card which offers +1 Action and +1 Card. It is essentially self-replacing (not taking up space in your hand or taking up an action) and will usually offer some side benefit, such as the [[topdeck]]ing effect {{Card|Harbinger}} offers or the additional [[Favor]] of {{Card|Underling}}.


The name "cantrip" is a [http://mtgsalvation.gamepedia.com/Cantrip slang term] from the [http://en.wikipedia.org/wiki/Magic:_The_Gathering Magic: The Gathering] card game, where it describes a spell that draws a replacement spell on casting. Magic borrowed the term from [http://en.wikipedia.org/wiki/Dungeons_and_Dragons Dungeons and Dragons], which ultimately derived it from the misty depths of Scottish etymology.
In the narrowest definition, a cantrip offers exactly +1 Card and +1 Action, and no extra amount of +Card, +Actions, or +{{Cost}}. In a broader sense, the term cantrips encompasses all those cards that also fall into another category, such as [[non-terminal draw]] (if the card draws more than one card), [[village (card category)|village]] (if it provides more than +1 Action), or [[Peddler variant]] (if it also offers +{{Cost}}).  


== Cantrips harming the deck ==
== Strategy ==
In most cases, cantrips are seen as cards that cannot harm the deck, since you receive a benefit by playing them and doing so does not prevent or delay you from drawing other cards in your deck.  There are a few exceptions.
In most cases, cantrips are seen as cards that cannot harm the deck, since you receive a benefit by playing them and doing so does not prevent or delay you from drawing other cards in your deck.  There are a few exceptions.


Discard attacks like {{Card|Militia}} or {{Card|Goons}} which require the player to make a choice of which cards to discard are more powerful against hands containing a few cantrips.  This is because the player discarding does not know which cards are going to be drawn by the cantrips, so the chance of making a sub-optimal choice is greater.
Discard attacks like {{Card|Militia}} or {{Card|Margrave}} which require the player to make a choice of which cards to discard are more powerful against hands containing a few cantrips.  This is because the player discarding does not know which cards are going to be drawn by the cantrips, so the chance of making a sub-optimal choice is greater.


Similarly, although cantrips don't "take up space" in your deck on your turn since you can draw right past them, there may be cards you want to have in your hand ''between'' turns—[[Reaction|Reactions]] to protect you from an opponent's [[Attack]], {{Card|Province}} to block an opponent's {{Card|Tournament}}, etc. Filling your deck with cantrips will make it less likely that you have in hand the card you need when it's ''not'' your turn. (Cards other than cantrips have this property as well, of course; but it's easier to lose sight of the fact with cantrips since they don't have this property ''on'' your turn.)
Similarly, although cantrips don't "take up space" in your deck on your turn since you can draw right past them, there may be cards you want to have in your hand ''between'' turns—[[Reaction|Reactions]] to protect you from an opponent's [[Attack]], {{Card|Province}} to block an opponent's {{Card|Tournament}}, etc. Filling your deck with cantrips will make it less likely that you have in hand the card you need when it's ''not'' your turn. (Cards other than cantrips have this property as well, of course; but it's easier to lose sight of the fact with cantrips since they don't have this property ''on'' your turn.)
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Like any other Action card, a cantrip can be drawn [[dead]]—i.e., drawn by a [[terminal]] Action card without sufficient +Actions to be able to play the cantrip after you draw it—and thus can harm a [[Big Money]] deck that depends on [[terminal draw]] without [[villages]].
Like any other Action card, a cantrip can be drawn [[dead]]—i.e., drawn by a [[terminal]] Action card without sufficient +Actions to be able to play the cantrip after you draw it—and thus can harm a [[Big Money]] deck that depends on [[terminal draw]] without [[villages]].


Cantrips may also be less useful with draw-up-to-X cards like {{Card|Library}}, {{Card|Watchtower}}, and {{Card|Jack of all Trades}}.  Although cantrips do not outright harm the deck in these cases, they under-perform other cards which do not draw cards (and which typically offer more benefits in compensation for the lack of draw).
Cantrips may also be less useful with draw-up-to-X cards like {{Card|Library}}, {{Card|Watchtower}}, and {{Card|Jack of All Trades}}.  Although cantrips do not outright harm the deck in these cases, they under-perform other cards which do not draw cards (and which typically offer more benefits in compensation for the lack of draw).
 
== Other Nicknames for Cantrips ==
Some players refer to Cantrips as 'invisible' cards, based on them replacing themselves into your hand with no net negatives.
Donald X has referred to Cantrips as 'free' cards. [http://forum.dominionstrategy.com/index.php?topic=5130.msg129792#msg129792]


== Disagreement over the definition ==
== List of cantrip cards ==
Some players have differing views on exactly what cards the term "cantrip" encompasses. Some people require that a cantrip exactly replaces itself (i.e. always draws exactly 1 card), while others call cards which sometimes or always draw 2 or more cards (such as {{Card|Laboratory}}) a cantrip. Another point of contention is whether cards which can harm you directly, and/or decrease handsize when played—such as {{Card|Junk Dealer}}, whose trashing is not optional—are classed as cantrips.
Any [[Village (card category)|village]] that draws a card, [[non-terminal draw]], and [[Peddler variant]] can be considered a cantrip but are not listed here. See their respective pages for lists of those cards. Cards in ''italics'' have been [[removed]].


== Examples of Cantrip Cards ==
Cards in italics have been [[Removed cards|removed]].
=== Simple cantrips ===
=== Simple cantrips ===
These cards typically provide +1 Card, +1 Action, and usually some other effect that does not mandatorily change handsize this turn.  
* {{Set|Dominion}}: {{card|Harbinger}}, {{card|Sentry}}, ''{{Card|Spy}}''
* {{Set|Intrigue}}: ''{{Card|Great Hall}}'', {{card|Mill}}, {{Card|Pawn}}
* {{Set|Seaside}}: ''{{Card|Pearl Diver}}''
* {{Set|Alchemy}}: {{Card|Familiar}}
* {{Set|Cornucopia & Guilds}}: {{Card|Farrier}}, {{Card|Shop}}
* {{Set|Hinterlands}}: {{Card|Highway}}, {{Card|Scheme}}, {{card|Trail}}, {{card|Wheelwright}}
* {{Set|Dark Ages}}: {{Card|Cartographer}}, {{Card|Market Square}}, {{Card|Sir Bailey}}, {{Card|Urchin}}
* {{Set|Adventures}}: {{Card|Guide}}, {{Card|Page}}, {{Card|Ratcatcher}}
* {{Set|Empires}}: {{Card|Groundskeeper}}, {{Card|Settlers}}
* {{Set|Nocturne}}: {{Card|Pixie}}, {{Card|Zombie Spy}}
* {{Set|Menagerie}}: {{Card|Sanctuary}}
* {{Set|Allies}}: {{card|Blacksmith}}, {{Card|Hill Fort}}, {{Card|Innkeeper}}, {{Card|Old Map}}, {{Card|Sorcerer}}, {{Card|Sorceress}}, {{Card|Swap}}, {{Card|Town Crier}}, {{Card|Underling}}
* {{Set|Rising Sun}}: {{card|Alley}}. {{card|Daimyo}}, {{card|Gold Mine}}, {{card|Snake Witch}}


* several [[villages]]:
=== Cantrips this turn ===
** {{Card|Village}}
These cards are non-terminal draw, village, or Peddler variants but play over multiple turns and only act as cantrips on the turn they are played.
** {{Card|Mining Village}}
* {{Card|Cabin Boy}}
** {{Card|Bazaar}} (also a [[Peddler variant]])
** {{Card|Worker's Village}}
** {{Card|City}}—if no [[supply]] piles are empty
** {{Card|Hamlet}}
** {{Card|Farming Village}}—filters the deck top before drawing.
** {{Card|Walled Village}}
** {{Card|Border Village}}
** {{Card|Fortress}}
** {{Card|Wandering Minstrel}}
** {{Card|Bandit Camp}}
** {{Card|Plaza}} - has the option to decrease handsize for a [[Coin token]]
** {{Card|Port}}
** {{Card|Bustling Village}}
** {{card|Blessed Village}}
** {{card|Snowy Village}}
** {{Card|Hostelry}}
** {{Card|Village Green}}
** {{Card|Hunting Lodge}}
** {{card|Town}}—can be a cantrip village depending on player choice.
* several [[Peddler variant|Peddler variants]]
** {{card|Poacher}}
** {{Card|Market}}
** {{Card|Conspirator}}—is a cantrip if two other Actions are played before it.
** {{card|Mill}}—has the option to decrease handsize for +{{cost|}}
** {{Card|Treasury}}
** {{Card|Grand Market}}
** {{Card|Peddler}}
** {{Card|Tournament}}—can fail to draw a card if an opponent reveals a {{Card|Province}}.
** {{Card|Highway}}
** {{Card|Baker}}
** {{Card|Caravan Guard}}
** {{Card|Artificer}}
** {{Card|Settlers}}
** {{Card|Emporium}}
** {{Card|Chariot Race}}
** {{Card|Secret Cave}}
** {{Card|Fisherman}}
** {{card|Skirmisher}}
* {{card|Harbinger}}
* {{card|Merchant}}
* ''{{Card|Spy}}''
* {{card|Sentry}}
* {{Card|Pawn}}—can be a cantrip depending on player choice.
* ''{{Card|Great Hall}}''
* {{Card|Pearl Diver}}
* {{Card|Caravan}}
* {{Card|Caravan}}
* {{Card|Familiar}}
* {{Card|Caravan Guard}}
* {{Card|Scheme}}
* {{Card|Secret Cave}}
* {{Card|Cartographer}}
 
* {{Card|Market Square}}
=== Conditionally non-terminal draw, village, or peddler variant ===
* {{Card|Sage}}—filters the deck top before drawing.
These cards can act as non-terminal draw, as a village, or as a Peddler variant under specific circumstances, but act as a simple cantrip otherwise.
* {{Card|Urchin}}
* {{Set|Dominion}}: {{Card|Merchant}}
* {{Card|Ironmonger}} - can act as a [[Villages|Village]], a [[Laboratory variant]], or a [[Peddler variant]] depending on which card is revealed.
* {{Set|Intrigue}}: {{Card|Wishing Well}}
* {{Card|Sir Bailey}}
* {{Set|Seaside}}: {{Card|Sea Chart}}
* {{Card|Herald}} - arguably can be considered either a [[Villages|Village]] or a {{Card|Laboratory}} variant.
* {{Set|Alchemy}}: {{Card|Apothecary}}
* {{Card|Page}}
* {{Set|Cornucopia & Guilds}}: {{Card|Hamlet}}, {{Card|Herald}}, {{Card|Menagerie}}
* {{Card|Ratcatcher}}
* {{Set|Dark Ages}}: {{Card|Ironmonger}}, {{Card|Vagrant}}
* {{Card|Guide}}
* {{Set|Adventures}}: {{Card|Magpie}}, {{Card|Storyteller}}
* {{card|Archive}} —allows you to choose which card out of 3 to draw now
* {{Set|Empires}}: {{Card|Patrician}}
* {{Card|Groundskeeper}}
* {{Set|Nocturne}}: {{Card|Will-o'-Wisp}}
* {{card|Pixie}}
* {{Set|Renaissance}}: {{Card|Seer}}
* {{card|Border Guard}}—[[sifter|sift]]s before drawing
* {{Set|Allies}}: {{Card|Battle Plan}}
* {{card|Sanctuary}}
* {{Set|Rising Sun}}: {{Card|Poet}}
* {{card|Town Crier}}—can be a cantrip depending on player choice.
* {{Set|Promos}}: {{Card|Sauna}}
* {{card|Blacksmith}}—can be a cantrip depending on player choice.
 
* {{card|Old Map}}
=== Handsize-decreasing cantrips ===
* {{card|Underling}}
These cards provide +1 Card, +1 Action, but mandatorily decrease handsize by trashing, discarding, or setting aside a card from the hand.
* {{card|Innkeeper}}
 
* {{card|Miller}}[[sifter|sift]]s before drawing
* {{Card|Alley}} — when played from hand.
* {{card|Sorcerer}}
* {{Card|Haven}}
* {{card|Sorceress}}
* {{Card|Modify}} — can be a cantrip depending on player choice.
* {{card|Swap}}
* {{Card|Rats}} — handsize is not decreased if the player has only Rats in hand.
* {{Card|Sauna}} - can act like a [[Villages|Village]] if chained back and forth with {{Card|Avanto}}
* {{Card|Upgrade}}
{{Card|Enchantress}} causes the first Action each other player plays on their turn to ''become'' a cantrip, and {{Way|Way of the Pig}} gives players the option to make any Action card into a cantrip
 
==== Fringe cases ====
=== Sifting cantrips ===
* {{Card|Vassal}} can act like a cantrip if the top card of your deck is a non-terminal Action.
These cards give +1 Action and put a card into your hand, but offer some [[sifting]] rather than just drawing the top card of your deck.
* {{Card|Ironworks}} becomes a cantrip if it is used to gain an Action–[[Victory]] card.
 
* {{Card|Mystic}} is a cantrip if you can guess what card is on top of your deck.
* {{card|Scrying Pool}}
* {{card|Sage}}
* {{card|Archive}}
* {{card|Border Guard}}
* {{card|Miller}}
 
=== Making other cards become cantrips ===
* {{Card|Enchantress}} causes the first [[Action]] each other player plays on their turn to ''become'' a cantrip.
* {{Prophecy|Enlightenment}} allows all [[Treasure]] cards to be cantrips.
* {{Way|Way of the Pig}} allows any [[Action]] card to be played as a cantrip.
 
=== Fringe cases ===
* {{Card|Ironworks}} becomes a cantrip if it is used to gain an Action–[[Victory]] card
* {{card|Groom}} becomes a cantrip if it gains any Victory card.
* {{Card|Spice Merchant}} is a [[trasher|Copper trasher]] with a net effect resembling a cantrip: ''after'' you trash a [[card|Copper]] from your hand, it can give you +''2'' Cards and +1 Action, leaving you with the same handsize and action count you had before you played it.
* {{Card|Spice Merchant}} is a [[trasher|Copper trasher]] with a net effect resembling a cantrip: ''after'' you trash a [[card|Copper]] from your hand, it can give you +''2'' Cards and +1 Action, leaving you with the same handsize and action count you had before you played it.
* {{Card|Forum}}, {{Card|Fugitive}}, and {{Card|Secret Passage}} draw more than 1 card, but maintain handsize.
* {{Card|Ferryman}}, {{Card|Forum}}, {{Card|Fugitive}}, and {{Card|Secret Passage}} draw more than 1 card, but maintain handsize. The same also applies to {{Card|Tide Pools}} if its entire effect over both turns is considered.  
* {{Card|Raze}} acts as a [[sifter|sifting]] cantrip if you trash a card costing more than {{Cost|0}}.
* {{Card|Raze}} maintains handsize if it trashes itself. Otherwise, if trashing a card costing more than {{Cost|0}}, it becomes a handsize-decreasing cantrip.
* {{Card|Mountain Village}} is a cantrip if the discard pile is empty. If there are cards in the discard pile, Mountain Village resembles a cantrip in that it doesn't reduce your handsize, but unlike a typical cantrip it doesn't help you cycle your deck.
* {{Card|Apprentice}}, {{Card|Artist}}, and {{Card|Goatherd}} give +1 Action and draw a varying number of cards which could result in them being played as cantrips.
* {{Card|Goatherd}} is a cantrip if the player to your right trashed at least one card during their previous turn.
* {{card|Scrap}} can give +1 Card and +1 Action if it trashes a card costing {{cost|2}} or more.
* {{card|Groom}} is a cantrip if used to gain a Victory card.
* {{card|Royal Galley}} draws and doesn't give +Action, but does itself play an Action from your hand.
* {{card|Royal Galley}} draws and doesn't give +Action, but does itself play an Action from your hand.
* {{Card|Wish}} gains a card to your hand instead of drawing which also maintains handsize.
* {{Card|Recruiter}} and {{Card|Sculptor}} can also maintain handsize and act as a cantrips if immediately spending the gained [[Villager]].
* {{Card|Teacher}}, {{Event|Lost Arts}}, and {{Event|Pathfinding}} can use the +1 Action and +1 Card tokens to make [[terminal draw]] or [[Village (card category)|village]] cards into cantrips.
* All [[non-terminal draw]] cards will play as cantrips if the player only has a single card left to draw from the deck and discard.


=== Handsize-decreasing cantrips ===
==Gallery==
===Simple cantrips===
{{CardImage|Alley}}{{CardImage|Blacksmith}}{{CardImage|Border Guard}}{{CardImage|Cartographer}}{{CardImage|Familiar}}{{CardImage|Groundskeeper}}{{CardImage|Guide}}{{CardImage|Harbinger}}{{CardImage|Highway}}{{CardImage|Hill Fort}}{{CardImage|Innkeeper}}{{CardImage|Market Square}}{{CardImage|Mill}}{{CardImage|Miller}}{{CardImage|Old Map}}{{CardImage|Page}}{{CardImage|Pawn}}{{CardImage|Pixie}}{{CardImage|Ratcatcher}}{{CardImage|Sage}}{{CardImage|Sanctuary}}{{CardImage|Scheme}}{{CardImage|Sentry}}{{CardImage|Settlers}}{{CardImage|Shop}}{{CardImage|Sir Bailey}}{{CardImage|Sorcerer}}{{CardImage|Sorceress}}{{CardImage|Swap}}{{CardImage|Town Crier}}{{CardImage|Trail}}{{CardImage|Underling}}{{CardImage|Urchin}}{{CardImage|Wheelwright}}{{CardImage|Zombie Spy}}


These cards provide +1 Card, +1 Action, but mandatorily decrease handsize by trashing, discarding, or setting aside a card from the hand.
===Durations that are cantrip this turn===
{{CardImage|Archive}}{{CardImage|Cabin Boy}}{{CardImage|Caravan}}{{CardImage|Caravan Guard}}{{CardImage|Secret Cave}}


* {{Card|Upgrade}}
===Can act as village, non-terminal draw, or peddler sometimes===
* {{Card|Haven}}
{{CardImage|Apothecary}}{{CardImage|Battle Plan}}{{CardImage|Hamlet}}{{CardImage|Herald}}{{CardImage|Ironmonger}}{{CardImage|Magpie}}{{CardImage|Menagerie}}{{CardImage|Merchant}}{{CardImage|Patrician}}{{CardImage|Sauna}}{{CardImage|Scrying Pool}}{{CardImage|Sea Chart}}{{CardImage|Seer}}{{CardImage|Storyteller}}{{CardImage|Vagrant}}{{CardImage|Will-o'-Wisp}}{{CardImage|Wishing Well}}
* {{Card|Oasis}}
* {{Card|Rats}}
* {{Card|Junk Dealer}}
* {{card|Modify}}—can be a cantrip depending on player choice.


===Handsize decreasing cantrips===
{{CardImage|Alley}}{{CardImage|Haven}}{{CardImage|Modify}}{{CardImage|Rats}}{{CardImage|Scrap}}{{CardImage|Upgrade}}


=== Lab variants ===
=== Making other cards play as cantrips ===
{{CardImage|Enchantress}}
{{LandscapeImage|Enlightenment}}
{{LandscapeImage|Way of the Pig}}


These cards can increase net handsize, on top of their cantrip effect; i.e., they provide [[non-terminal draw]]. (Fringe and optional cases are omitted.)
===Removed===
{{CardImage|Great Hall}}{{CardImage|Pearl Diver}}{{CardImage|Spy}}


* {{Card|Laboratory}}
==Trivia==
* {{Card|Wishing Well}}
The name "cantrip" is a [http://mtgsalvation.gamepedia.com/Cantrip slang term] from the [http://en.wikipedia.org/wiki/Magic:_The_Gathering Magic: The Gathering] card game, where it describes a spell that draws a replacement spell on casting. Magic borrowed the term from [http://en.wikipedia.org/wiki/Dungeons_and_Dragons Dungeons and Dragons], which ultimately derived it from the misty depths of Scottish etymology.
* {{Card|Apothecary}}
* {{Card|Scrying Pool}} - allows filtering of the deck top before drawing.
* {{Card|Alchemist}}
* {{Card|Menagerie}}
* {{Card|Hunting Party}}
* {{Card|Stables}} - requires the discard of a [[Treasure]] before drawing
* {{Card|Vagrant}}
* {{Card|Advisor}}
* {{Card|Magpie}} - only draws Treasures for the second card
* {{Card|Lost City}} - also a village
* {{Card|Storyteller}} - requires the playing of Treasures or [[virtual coin]] to draw more than one card
* {{Card|Encampment}}
* {{card|Patrician}}
* {{card|Will-o'-Wisp}}
* {{Card|Experiment}}
* {{card|Seer}}
* {{Card|Destrier}}
* {{Card|Horse}}
* {{Way|Way of the Horse}}


=== Buy-neutral Events ===
Some players refer to Cantrips as 'invisible' cards, based on them replacing themselves into your hand with no net negatives.
Some Events, such as {{Event|Borrow}} and {{Event|Scouting Party}}, are sort of "buy cantrips" in that they don't cost a Buy to buy. This makes them sort of an analogue to cantrips; where cantrips are Action-neutral, these are Buy-neutral.
Donald X has referred to Cantrips as 'free' cards. [http://forum.dominionstrategy.com/index.php?topic=5130.msg129792#msg129792]


{{Navbox card categories}}
{{Navbox card categories}}
[[Category:Terminality]]
[[Category:Terminality]]

Revision as of 11:32, 28 August 2024

Harbinger, a cantrip card.

Cantrip is the common colloquial term for any Dominion Action card which offers +1 Action and +1 Card. It is essentially self-replacing (not taking up space in your hand or taking up an action) and will usually offer some side benefit, such as the topdecking effect Harbinger offers or the additional Favor of Underling.

In the narrowest definition, a cantrip offers exactly +1 Card and +1 Action, and no extra amount of +Card, +Actions, or +$. In a broader sense, the term cantrips encompasses all those cards that also fall into another category, such as non-terminal draw (if the card draws more than one card), village (if it provides more than +1 Action), or Peddler variant (if it also offers +$).

Strategy

In most cases, cantrips are seen as cards that cannot harm the deck, since you receive a benefit by playing them and doing so does not prevent or delay you from drawing other cards in your deck. There are a few exceptions.

Discard attacks like Militia or Margrave which require the player to make a choice of which cards to discard are more powerful against hands containing a few cantrips. This is because the player discarding does not know which cards are going to be drawn by the cantrips, so the chance of making a sub-optimal choice is greater.

Similarly, although cantrips don't "take up space" in your deck on your turn since you can draw right past them, there may be cards you want to have in your hand between turns—Reactions to protect you from an opponent's Attack, Province to block an opponent's Tournament, etc. Filling your deck with cantrips will make it less likely that you have in hand the card you need when it's not your turn. (Cards other than cantrips have this property as well, of course; but it's easier to lose sight of the fact with cantrips since they don't have this property on your turn.)

Like any other Action card, a cantrip can be drawn dead—i.e., drawn by a terminal Action card without sufficient +Actions to be able to play the cantrip after you draw it—and thus can harm a Big Money deck that depends on terminal draw without villages.

Cantrips may also be less useful with draw-up-to-X cards like Library, Watchtower, and Jack of All Trades. Although cantrips do not outright harm the deck in these cases, they under-perform other cards which do not draw cards (and which typically offer more benefits in compensation for the lack of draw).

List of cantrip cards

Any village that draws a card, non-terminal draw, and Peddler variant can be considered a cantrip but are not listed here. See their respective pages for lists of those cards. Cards in italics have been removed.

Simple cantrips

Cantrips this turn

These cards are non-terminal draw, village, or Peddler variants but play over multiple turns and only act as cantrips on the turn they are played.

Conditionally non-terminal draw, village, or peddler variant

These cards can act as non-terminal draw, as a village, or as a Peddler variant under specific circumstances, but act as a simple cantrip otherwise.

Handsize-decreasing cantrips

These cards provide +1 Card, +1 Action, but mandatorily decrease handsize by trashing, discarding, or setting aside a card from the hand.

  • Alley — when played from hand.
  • Haven
  • Modify — can be a cantrip depending on player choice.
  • Rats — handsize is not decreased if the player has only Rats in hand.
  • Upgrade

Sifting cantrips

These cards give +1 Action and put a card into your hand, but offer some sifting rather than just drawing the top card of your deck.

Making other cards become cantrips

Fringe cases

  • Ironworks becomes a cantrip if it is used to gain an Action–Victory card
  • Groom becomes a cantrip if it gains any Victory card.
  • Spice Merchant is a Copper trasher with a net effect resembling a cantrip: after you trash a Copper from your hand, it can give you +2 Cards and +1 Action, leaving you with the same handsize and action count you had before you played it.
  • Ferryman, Forum, Fugitive, and Secret Passage draw more than 1 card, but maintain handsize. The same also applies to Tide Pools if its entire effect over both turns is considered.
  • Raze maintains handsize if it trashes itself. Otherwise, if trashing a card costing more than $0, it becomes a handsize-decreasing cantrip.
  • Apprentice, Artist, and Goatherd give +1 Action and draw a varying number of cards which could result in them being played as cantrips.
  • Scrap can give +1 Card and +1 Action if it trashes a card costing $2 or more.
  • Royal Galley draws and doesn't give +Action, but does itself play an Action from your hand.
  • Wish gains a card to your hand instead of drawing which also maintains handsize.
  • Recruiter and Sculptor can also maintain handsize and act as a cantrips if immediately spending the gained Villager.
  • Teacher, Lost Arts, and Pathfinding can use the +1 Action and +1 Card tokens to make terminal draw or village cards into cantrips.
  • All non-terminal draw cards will play as cantrips if the player only has a single card left to draw from the deck and discard.

Gallery

Simple cantrips

Durations that are cantrip this turn

Can act as village, non-terminal draw, or peddler sometimes

Handsize decreasing cantrips

Making other cards play as cantrips

Removed

Trivia

The name "cantrip" is a slang term from the Magic: The Gathering card game, where it describes a spell that draws a replacement spell on casting. Magic borrowed the term from Dungeons and Dragons, which ultimately derived it from the misty depths of Scottish etymology.

Some players refer to Cantrips as 'invisible' cards, based on them replacing themselves into your hand with no net negatives. Donald X has referred to Cantrips as 'free' cards. [1]


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