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'''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}}.
'''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}}.


In the narrowest definition, a cantrip offers exactly +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}}).  
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}}).  


== Strategy ==
== 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).


== List of Cantrip Cards ==
== List of cantrip cards ==
Cards in ''italics'' have been [[removed]]. Cards with an asterisk (*) were added in the second edition.  
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]].


* [[Base set]]: {{card|Harbinger}}*, {{card|Sentry}}*
=== Simple cantrips ===
* [[Intrigue]]: {{card|Mill}}*, {{Card|Pawn}}
* {{Set|Dominion}}: {{card|Harbinger}}, {{card|Sentry}}, ''{{Card|Spy}}''
* [[Alchemy]]: {{Card|Familiar}}
* {{Set|Intrigue}}: ''{{Card|Great Hall}}'', {{card|Mill}}, {{Card|Pawn}}
* [[Hinterlands]]: {{Card|Highway}}, {{Card|Scheme}}, {{card|Trail}}*, {{card|Wheelwright}}*
* {{Set|Seaside}}: ''{{Card|Pearl Diver}}''
* [[Dark Ages]]: {{Card|Cartographer}}, {{Card|Market Square}}, {{Card|Sage}}, {{Card|Urchin}}, {{Card|Sir Bailey}}
* {{Set|Alchemy}}: {{Card|Familiar}}
* [[Guilds]]: {{Card|Herald}}
* {{Set|Cornucopia & Guilds}}: {{Card|Farrier}}, {{Card|Shop}}
* [[Cornucopia and Guilds]]: {{card|Farrier}}
* {{Set|Hinterlands}}: {{Card|Highway}}, {{Card|Scheme}}, {{card|Trail}}, {{card|Wheelwright}}
* [[Adventures]]: {{Card|Page}}, {{Card|Ratcatcher}}, {{Card|Guide}}
* {{Set|Dark Ages}}: {{Card|Cartographer}}, {{Card|Market Square}}, {{Card|Sir Bailey}}, {{Card|Urchin}}
* [[Empires]]: {{Card|Settlers}}, {{Card|Groundskeeper}}
* {{Set|Adventures}}: {{Card|Guide}}, {{Card|Page}}, {{Card|Ratcatcher}}
* [[Nocturne]]: {{Card|Secret Cave}}, {{card|Pixie}}
* {{Set|Empires}}: {{Card|Groundskeeper}}, {{Card|Settlers}}
* [[Renaissance]]: {{card|Border Guard}}
* {{Set|Nocturne}}: {{Card|Pixie}}, {{Card|Zombie Spy}}
* {{Set|Menagerie}}: {{card|Sanctuary}}, {{card|Groom}}, {{Way|Way of the Pig}}
* {{Set|Menagerie}}: {{Card|Sanctuary}}
* [[Allies]]: {{card|Town Crier}}, {{card|Blacksmith}}, {{card|Old Map}}, {{card|Underling}}, {{card|Innkeeper}}, {{card|Miller}}, {{card|Hill Fort}}, {{card|Sorcerer}}, {{card|Sorceress}}, {{card|Swap}}  
* {{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}}


{{Card|Enchantress}} causes the first Action each other player plays on their turn to ''become'' a cantrip.
=== 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.
* {{Card|Cabin Boy}}
* {{Card|Caravan}}
* {{Card|Caravan Guard}}
* {{Card|Secret Cave}}


Any [[Village (card category)|village]] that draws a card can be considered a cantrip. For a list of villages, see [[Village (card category)#List of villages|here]]. Any card that non-terminally draws multiple cards can be considered a cantrip. For a list of those cards, see [[Non-terminal draw#List of non-terminal draw cards|here]]. Any [[Peddler variant]] is also a cantrip, for a list, see [[Peddler variant#List of Peddler variants|here]]. Some can 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:
=== 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.
* {{Set|Dominion}}: {{Card|Merchant}}
* {{Set|Intrigue}}: {{Card|Wishing Well}}
* {{Set|Seaside}}: {{Card|Sea Chart}}
* {{Set|Alchemy}}: {{Card|Apothecary}}
* {{Set|Cornucopia & Guilds}}: {{Card|Hamlet}}, {{Card|Herald}}, {{Card|Menagerie}}
* {{Set|Dark Ages}}: {{Card|Ironmonger}}, {{Card|Vagrant}}
* {{Set|Adventures}}: {{Card|Magpie}}, {{Card|Storyteller}}
* {{Set|Empires}}: {{Card|Patrician}}
* {{Set|Nocturne}}: {{Card|Will-o'-Wisp}}
* {{Set|Renaissance}}: {{Card|Seer}}
* {{Set|Allies}}: {{Card|Battle Plan}}
* {{Set|Rising Sun}}: {{Card|Poet}}
* {{Set|Promos}}: {{Card|Sauna}}


* {{card|Merchant}}
=== Handsize-decreasing cantrips ===
* {{Card|Ironmonger}}
These cards provide +1 Card, +1 Action, but mandatorily decrease handsize by trashing, discarding, or setting aside a card from the hand.
* {{Card|Wishing Well}}
 
* {{card|Sea Chart}}
* {{Card|Alley}} — when played from hand.
* {{Card|Apothecary}}
* {{Card|Haven}}
* {{Card|Scrying Pool}}
* {{Card|Modify}} — can be a cantrip depending on player choice.
* {{Card|Menagerie}}
* {{Card|Rats}} — handsize is not decreased if the player has only Rats in hand.
* {{Card|Vagrant}}
* {{Card|Upgrade}}
* {{Card|Magpie}}
 
* {{Card|Storyteller}}
=== Sifting cantrips ===
* {{card|Patrician}}
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|Will-o'-Wisp}}
* {{card|Seer}}
* {{card|Battle Plan}}
* {{card|Cabin Boy}}
* {{card|Poet}}
* {{Card|Sauna}}


{{card|Archive}} and {{Card|Caravan}} are non-terminal draw cards for which part of the draw is delayed, making them act as a cantrip on the turn they are played.
* {{card|Scrying Pool}}
* {{card|Sage}}
* {{card|Archive}}
* {{card|Border Guard}}
* {{card|Miller}}


=== Removed cards ===
=== Making other cards become cantrips ===
* ''{{Card|Spy}}''
* {{Card|Enchantress}} causes the first [[Action]] each other player plays on their turn to ''become'' a cantrip.
* ''{{Card|Great Hall}}''
* {{Prophecy|Enlightenment}} allows all [[Treasure]] cards to be cantrips.
* ''{{Card|Pearl Diver}}''
* {{Way|Way of the Pig}} allows any [[Action]] card to be played as a cantrip.


=== Fringe cases ===
=== Fringe cases ===
* {{Card|Vassal}} can act like a cantrip if the top card of your deck is a non-terminal Action.
* {{Card|Ironworks}} becomes a cantrip if it is used to gain an Action–[[Victory]] card
* {{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|Mystic}} is a cantrip if you can guess what card is on top of your deck.
* {{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. The same also applies to {{Card|Tide Pools}} if its entire effect over both turns is considered.  
* {{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|Goatherd}} is a cantrip if the player to your right trashed at least one card during their previous turn.
* {{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|Scrap}} can give +1 Card and +1 Action if it trashes a card costing {{cost|2}} or more.
* {{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.
=== Handsize-decreasing cantrips ===
* {{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.
These cards provide +1 Card, +1 Action, but mandatorily decrease handsize by trashing, discarding, or setting aside a card from the hand.
* 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.
 
* {{Card|Upgrade}}
* {{Card|Haven}}
* {{Card|Oasis}}
* {{Card|Rats}}
* {{Card|Junk Dealer}}
* {{card|Modify}}—can be a cantrip depending on player choice.


==Gallery==
==Gallery==
===Simple cantrips===
===Simple cantrips===
{{CardImage|Blacksmith}}{{CardImage|Border Guard}}{{CardImage|Cartographer}}{{CardImage|Familiar}}{{CardImage|Groom}}{{CardImage|Groundskeeper}}{{CardImage|Guide}}{{CardImage|Harbinger}}{{CardImage|Herald}}{{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|Secret Cave}}{{CardImage|Sentry}}{{CardImage|Settlers}}{{CardImage|Sir Bailey}}{{CardImage|Sorcerer}}{{CardImage|Sorceress}}{{CardImage|Swap}}{{CardImage|Town Crier}}{{CardImage|Trail}}{{CardImage|Underling}}{{CardImage|Urchin}}{{CardImage|Wheelwright}}{{LandscapeImage|Way of the Pig}}
{{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}}
 
===Durations that are cantrip this turn===
{{CardImage|Archive}}{{CardImage|Cabin Boy}}{{CardImage|Caravan}}{{CardImage|Caravan Guard}}{{CardImage|Secret Cave}}


===Can act as village, non-terminal draw, or peddler sometimes===
===Can act as village, non-terminal draw, or peddler sometimes===
{{CardImage|Apothecary}}{{CardImage|Archive}}{{CardImage|Battle Plan}}{{CardImage|Caravan}}{{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}}
{{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}}


===Handsize decreasing cantrips===
===Handsize decreasing cantrips===
{{CardImage|Haven}}{{CardImage|Junk Dealer}}{{CardImage|Modify}}{{CardImage|Oasis}}{{CardImage|Rats}}{{CardImage|Upgrade}}
{{CardImage|Alley}}{{CardImage|Haven}}{{CardImage|Modify}}{{CardImage|Rats}}{{CardImage|Scrap}}{{CardImage|Upgrade}}
 
=== Making other cards play as cantrips ===
{{CardImage|Enchantress}}
{{LandscapeImage|Enlightenment}}
{{LandscapeImage|Way of the Pig}}


===Removed===
===Removed===

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