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{{Infobox Card
{{Infobox Card
  |name = Coven
  |name = Coven
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=== Official FAQ ===
=== Official FAQ ===
* {{Card|Curse|Curses}} are [[Exile]]d in turn order; it may be that one player Exiles a {{Card|Curse}} while another discards the {{Card|Curse|Curses}} from their mat.
* {{Card|Curse|Curses}} are [[Exile]]d in turn order; it may be that one player Exiles a {{Card|Curse}} while another discards the {{Card|Curse|Curses}} from their mat.
=== Other rules clarifications ===
* Exiling a Curse from the supply or discarding a Curse from Exile does not count as "gaining" a Curse; this means that, unlike other cursers, Coven's attack can't be avoided with {{card|Watchtower}} or {{card|Trader}}.


== Strategy ==
== Strategy ==
One of the strengths of a curser like {{Card|Witch}} is that it slows down the opponent; they can't buy gold as fast because they're drawing curses instead of treasure.  Later in the game, the curses are diluted, but by that point your economy is so strong that they can't catch up.  The issue with {{Card|Coven}} is that the curses get added in much later; you spend the game playing a subpar {{Card|Silver}}, while the opponent is free to buy things.  Drawing loads of curses doesn't matter as much when you only need two {{Card|Gold}} to buy another; at teh start of the game, having one {{Card|Copper}} be a curse isntead is often the difference between affording a {{Card|Gold}} or not.  Thus {{Card|Coven}} is much much weaker than similar cursers.
Coven is an [[Attack]] whose effect is not felt immediately. Typically, the [[junking attack|junking]] aspect of {{Card|Curse|Curses}} is stronger than the {{VP}} loss, which means Coven may have relatively little impact if you don’t expect to play it enough times to discard your opponent’s {{Card|Curse|Curses}} from Exile; conversely, investing heavily in Covens in an attempt to ensure that you can achieve this may not be the best use of resources. This is because Coven often has strong competition at the {{Cost|5}} pricepoint from other Action cards that may provide better short-term benefits for your deck, and it’s also a [[stop card]]; thus, it can incur large [[opportunity cost]]s.
 
Overall, the decision to gain an early Coven may be less clear than with various other cursers. When considering the effect of the Coven attack, it is important to determine how likely it is that the {{Card|Curse|Curses}} will be emptied before the game is over, and what the impact of this will be, especially in light of your opponents’ decisions. If multiple players go for Coven, then the {{Card|Curse|Curses}} will probably empty, and achieving [[deck control]] will be important so that your deck can absorb the {{Card|Curse|Curses}} with minimal disruption; however, Coven is most attractive in cases in which this is difficult (e.g. because trashing is absent or weak). If all players avoid Coven in the early game, it can still become useful [[payload]] once you have established deck control, as functionally a non-terminal {{Card|Monument}}.
 
When the {{Card|Curse}} pile is low, you can consider using effects such as {{Event|Mission}} or {{Event|Seize the Day}} to get the {{Card|Curse|Curses}} into your opponent’s deck first, especially if they are about to shuffle. Occasionally, an opponent gets such strong deck control that the junking effect won’t hurt them significantly; in these cases, it can be strategic to avoid discarding their {{Card|Curse|Curses}} by not playing your Coven and have them continue to suffer the {{VP}} deficit instead. This is more common if you have a single Coven, or can trash your Covens for some [[trash-for-benefit|benefit]] at this point. Alternatively, you may wait to discard the {{Card|Curse|Curses}} until near the end of the game, when your opponent has lost some deck control by gaining {{Card|Province|Provinces}} and won’t have time to trash all the {{Card|Curse|Curses}}.


=== Synergies/Combos ===
In rare cases, if you are skipping Coven you may wish to take a mid-game opportunity to discard your {{Card|Curse|Curses}} from Exile so that you can trash some of them earlier, rather than have to deal with 10 at once. This is most likely to be reasonable when it doesn’t entail spending a [[Buy]] on a {{Card|Curse}} for this purpose, but you happen to gain one for other reasons, such as the [[Plague|Plague Hex]].
* {{Way|Way of the Chameleon}} can optionally turn Coven's non-terminal silver effect into a {{Card|Laboratory}}, making Coven a useful gain even after the Curse pile is emptied.


== Versions ==
== Versions ==
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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
! Dutch
| Heksenkring || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=s}} || '''+1 Actie'''<br>+{{Coin|2}}<br>Iedere andere speler verband<br>een Vloek uit de voorraad.<br>Kan hij dat niet, dan legt hij al<br>zijn verbannen Vloeken af. || (2020)
|-
|-
!German
!German
| Hexenzirkel ||  || [[File:Coven.German.png|100px]] || '''+1 Aktion'''<br>+{{cost|2}}<br>Jeder Mitspieler verbannt einen Fluch<br>aus dem Vorrat. Wer das nicht kann,<br>legt seine verbannten Flüche ab. ||
| Hexenzirkel ||  [[File:Coven.German.png|160px]] || {{LandscapeLangVersionImage|German|d=1}} || '''+1 Aktion'''<br>+{{cost|2}}<br>Jeder Mitspieler verbannt einen Fluch<br>aus dem Vorrat. Wer das nicht kann,<br>legt seine verbannten Flüche ab. ||
|-
|-
!Japanese
!Japanese

Latest revision as of 01:51, 6 September 2024

Coven
Info
Cost $5
Type(s) Action - Attack
Kingdom card? Yes
Set Menagerie
Illustrator(s) Claus Stephan
Card text
+1 Action
+$2
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.

Coven is an Action-Attack card from Menagerie. It is a delayed curser that puts Curses into Exile, and later moves them into players' decks.

FAQ

Official FAQ

  • Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.

Other rules clarifications

  • Exiling a Curse from the supply or discarding a Curse from Exile does not count as "gaining" a Curse; this means that, unlike other cursers, Coven's attack can't be avoided with Watchtower or Trader.

Strategy

Coven is an Attack whose effect is not felt immediately. Typically, the junking aspect of Curses is stronger than the VP loss, which means Coven may have relatively little impact if you don’t expect to play it enough times to discard your opponent’s Curses from Exile; conversely, investing heavily in Covens in an attempt to ensure that you can achieve this may not be the best use of resources. This is because Coven often has strong competition at the $5 pricepoint from other Action cards that may provide better short-term benefits for your deck, and it’s also a stop card; thus, it can incur large opportunity costs.

Overall, the decision to gain an early Coven may be less clear than with various other cursers. When considering the effect of the Coven attack, it is important to determine how likely it is that the Curses will be emptied before the game is over, and what the impact of this will be, especially in light of your opponents’ decisions. If multiple players go for Coven, then the Curses will probably empty, and achieving deck control will be important so that your deck can absorb the Curses with minimal disruption; however, Coven is most attractive in cases in which this is difficult (e.g. because trashing is absent or weak). If all players avoid Coven in the early game, it can still become useful payload once you have established deck control, as functionally a non-terminal Monument.

When the Curse pile is low, you can consider using effects such as Mission or Seize the Day to get the Curses into your opponent’s deck first, especially if they are about to shuffle. Occasionally, an opponent gets such strong deck control that the junking effect won’t hurt them significantly; in these cases, it can be strategic to avoid discarding their Curses by not playing your Coven and have them continue to suffer the VP deficit instead. This is more common if you have a single Coven, or can trash your Covens for some benefit at this point. Alternatively, you may wait to discard the Curses until near the end of the game, when your opponent has lost some deck control by gaining Provinces and won’t have time to trash all the Curses.

In rare cases, if you are skipping Coven you may wish to take a mid-game opportunity to discard your Curses from Exile so that you can trash some of them earlier, rather than have to deal with 10 at once. This is most likely to be reasonable when it doesn’t entail spending a Buy on a Curse for this purpose, but you happen to gain one for other reasons, such as the Plague Hex.

Versions

English versions

Print Digital Text Release Date
Coven Coven from Shuffle iT +1 Action
+$2
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.
Menagerie March 2020


Other language versions

Language Name Print Digital Text Notes
Dutch Heksenkring +1 Actie
+$2
Iedere andere speler verband
een Vloek uit de voorraad.
Kan hij dat niet, dan legt hij al
zijn verbannen Vloeken af.
(2020)
German Hexenzirkel German language Coven from Shuffle iT +1 Aktion
+$2
Jeder Mitspieler verbannt einen Fluch
aus dem Vorrat. Wer das nicht kann,
legt seine verbannten Flüche ab.
Japanese 魔女の集会 (pron. majo no shūkai)

Trivia

Official card art.

Preview

Coven has yet another trick. It hands out Curses, but they don't just poison your deck immediately; they accumulate in Exile and then one day you dump them all into your deck at once. I will just tell you now, you better not be relying on Bounty Hunter to get rid of the Curses; you can keep collecting the bounty, but Coven will keep dumping them back into your deck.

Secret History

Somehow this never changed.

Retrospective

I'm pretty pleased with Coven, but it was funny hearing people being scared of it when the preview went up.


Cards $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Other concepts Exile
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)