Transport
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{{Infobox Event | {{Infobox Event | ||
|name = Transport | |name = Transport | ||
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− | '''Transport''' is an [[Event]] from {{Set|Menagerie}}. It can put an [[Action]] card from the [[Supply]] onto your [[Exile]] mat or take a card from your Exile mat onto your deck, letting you get any Action card you want with two purchases. It is the only way to retrieve uniquely-named cards, such as {{Card|Knights}}, from the Exile mat, as there is no way to gain | + | '''Transport''' is an [[Event]] from {{Set|Menagerie}}. It can put an [[Action]] card from the [[Supply]] onto your [[Exile]] mat or take a card from your Exile mat onto your deck, letting you get any Action card you want with two purchases. It is the only way to retrieve uniquely-named cards, such as {{Card|Knights}}, from the Exile mat, as there is no way to gain another copy of them. |
== FAQ == | == FAQ == | ||
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== Strategy == | == Strategy == | ||
+ | There isn't a Transport strategy article. | ||
+ | |||
+ | Transport is highly circumstantial, like many events, but in the right set it rapidly becomes game-defining. | ||
+ | |||
+ | The most obvious tactics treat its first effect like an action-specific {{Card|Camel Train}} and its second effect like {{Card|Royal Seal}}. Transport can bypass {{Card|Swamp Hag}} or exile a string of {{Card|Grand Market|Grand Markets}} for a power spike when you can first buy one, or it can top-deck a {{Card|Crown}} to let you close out a slog that will be over before you reshuffle. With a couple of buys, it can even set up a reliable {{Card|Treasure Map}}. But the most powerful uses of Transport make heavy use of its Event nature and ability to add a card to your deck without ever paying the normal cost. Not only can you bypass nasty on-gain conditions, you can get fast and reliable access to cards which are normally too slow or awkward to make proper use of. | ||
+ | |||
+ | A Transport/Transport opening guarantees you any one action in your third hand. On weak boards, that can be worthwhile simply to improve a Curse split, for instance letting your 3/4 keep up with an opponent's 5/2 Witch. On stronger boards, it truly shines when aimed at an early-game buy which normally requires two shuffles to get: turn three {{Card|Goons}}, {{Card|Hireling}}, or even {{Card|Possession}} are likely stronger than any two buys you had planned. {{Card|University}} also deserves special mention despite the low sticker price: it's much better than Transport at piling up 5-cost engine pieces like {{Card|Market}}, and benefits hugely from being accelerated. | ||
+ | |||
+ | Beyond that, a pair of Transports can be used to draw into any action without purchasing it normally. This adds speed and consistency to expensive cards: {{Card|King's Court}} and {{Card|Golem}} aren't good opening cards, but are easily worth two buys later to set up major combos like {{Card|King's Court}}/{{Card|Bridge}} or {{Card|Golem}}/{{Card|Scheme}}/anything. It also lets you skip intermediate purchases to set up engines under weak draw or trashing, for instance skipping Silver and going straight to {{Card|Forge}} or {{Card|Altar}}. | ||
+ | |||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | * Transport/Transport openings guarantee you any one action in your third hand, including cards like {{Card|Hireling}} and {{Card|Familiar}} which normally have to wait for the second shuffle at best. | ||
+ | * Transport is one of very few ways to gain Potion-costed actions without needing to buy {{Card|Potion}}. | ||
+ | * High-cost actions like {{Card|Prince}} and {{Card|King's Court}}, or high-debt actions like {{Card|Overlord}} and {{Card|City Quarter}}. | ||
+ | * Hybrid action/VP cards like {{Card|Nobles}} and even {{Card|Island}}, which can be picked up for 3 without clogging your deck. | ||
+ | * {{Card|Death Cart}}, {{Card|Embassy}}, and {{Card|Lost City}} because exiling isn't a gain. | ||
+ | * {{Card|Grand Market}}, and opposing {{Card|Swamp Hag}} because exiling isn't a buy. | ||
+ | * Both megaturns and slogs, where "onto your deck" can set up a card you might not see fast enough otherwise. | ||
+ | * Other Exile effects like Camel Train to fuel Transport's "on top of deck" ability. | ||
+ | * +Buy to Transport twice in a turn, or to exile a card and then immediately buy a second copy. | ||
== Versions == | == Versions == | ||
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|} | |} | ||
===Other language versions=== | ===Other language versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Language !! Name !! Print !! Digital !! Text !! Notes | ||
+ | |- | ||
+ | ! Dutch | ||
+ | | Transport || {{LandscapeLangVersionImage|Dutch}} || {{LandscapeLangVersionImage|Dutch|d=s}} || Kies er één: verban een actiekaart uit de voorraad;<br>of leg een actiekaart die je op het verbanningstableau<br>hebt op je trekstapel. || (2020) | ||
+ | |- | ||
+ | !German | ||
+ | | Transport || [[File:Transport.German.png|150px|German language Transport 2020 by ASS]] || {{LandscapeLangVersionImage|German|d=1}} ||Wähle eins: Verbanne eine Aktionskarte aus dem Vorrat; oder lege eine Aktionskarte aus deinem Exil auf deinen Nachziehstapel. || (2020) | ||
+ | |- | ||
+ | !Japanese | ||
+ | | 輸送 (pron. ''yusō'') || || || || | ||
+ | |- | ||
+ | |} | ||
== Trivia == | == Trivia == | ||
{{OfficialArt|l=1}} | {{OfficialArt|l=1}} | ||
− | + | === Secret History === | |
+ | {{Quote | ||
+ | |Text=Didn't change. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie] | ||
+ | }} | ||
{{Navbox Menagerie}} | {{Navbox Menagerie}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Latest revision as of 06:13, 12 January 2024
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Transport | |
---|---|
Info | |
Cost | |
Type | Event |
Set | Menagerie |
Illustrator(s) | Brian Brinlee |
Event text | |
Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck. |
Transport is an Event from Menagerie. It can put an Action card from the Supply onto your Exile mat or take a card from your Exile mat onto your deck, letting you get any Action card you want with two purchases. It is the only way to retrieve uniquely-named cards, such as Knights, from the Exile mat, as there is no way to gain another copy of them.
Contents |
[edit] FAQ
[edit] Official FAQ
- It only matters if the card is an Action, not if the whole pile is.
- This can take Action cards from your Exile mat that were put there by other cards.
[edit] Strategy
There isn't a Transport strategy article.
Transport is highly circumstantial, like many events, but in the right set it rapidly becomes game-defining.
The most obvious tactics treat its first effect like an action-specific Camel Train and its second effect like Royal Seal. Transport can bypass Swamp Hag or exile a string of Grand Markets for a power spike when you can first buy one, or it can top-deck a Crown to let you close out a slog that will be over before you reshuffle. With a couple of buys, it can even set up a reliable Treasure Map. But the most powerful uses of Transport make heavy use of its Event nature and ability to add a card to your deck without ever paying the normal cost. Not only can you bypass nasty on-gain conditions, you can get fast and reliable access to cards which are normally too slow or awkward to make proper use of.
A Transport/Transport opening guarantees you any one action in your third hand. On weak boards, that can be worthwhile simply to improve a Curse split, for instance letting your 3/4 keep up with an opponent's 5/2 Witch. On stronger boards, it truly shines when aimed at an early-game buy which normally requires two shuffles to get: turn three Goons, Hireling, or even Possession are likely stronger than any two buys you had planned. University also deserves special mention despite the low sticker price: it's much better than Transport at piling up 5-cost engine pieces like Market, and benefits hugely from being accelerated.
Beyond that, a pair of Transports can be used to draw into any action without purchasing it normally. This adds speed and consistency to expensive cards: King's Court and Golem aren't good opening cards, but are easily worth two buys later to set up major combos like King's Court/Bridge or Golem/Scheme/anything. It also lets you skip intermediate purchases to set up engines under weak draw or trashing, for instance skipping Silver and going straight to Forge or Altar.
[edit] Synergies/Combos
- Transport/Transport openings guarantee you any one action in your third hand, including cards like Hireling and Familiar which normally have to wait for the second shuffle at best.
- Transport is one of very few ways to gain Potion-costed actions without needing to buy Potion.
- High-cost actions like Prince and King's Court, or high-debt actions like Overlord and City Quarter.
- Hybrid action/VP cards like Nobles and even Island, which can be picked up for 3 without clogging your deck.
- Death Cart, Embassy, and Lost City because exiling isn't a gain.
- Grand Market, and opposing Swamp Hag because exiling isn't a buy.
- Both megaturns and slogs, where "onto your deck" can set up a card you might not see fast enough otherwise.
- Other Exile effects like Camel Train to fuel Transport's "on top of deck" ability.
- +Buy to Transport twice in a turn, or to exile a card and then immediately buy a second copy.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck. | Menagerie | March 2020 |
[edit] Other language versions
[edit] Trivia
[edit] Secret History