Non-terminal draw
(→Lab variants) |
(→Unreliable non-terminal draw) |
||
(16 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
[[Image:Laboratory.jpg|thumb|right|200px|[[Laboratory]], a non-terminal draw card.]] | [[Image:Laboratory.jpg|thumb|right|200px|[[Laboratory]], a non-terminal draw card.]] | ||
− | Cards that can increase your handsize without depleting your number of available Actions are referred to as '''[[non-terminal]] draw''' cards. They make a welcome addition to almost any [[engine]] strategy, in which large handsizes allow you to find and line up your key engine components | + | Cards that can increase your handsize without depleting your number of available Actions are referred to as '''[[non-terminal]] draw''' cards. They make a welcome addition to almost any [[engine]] strategy, in which large handsizes allow you to find and line up your key engine components. |
The simplest [[vanilla]] non-terminal draw card is {{Card|Laboratory}}; cards that have similar effects are therefore sometimes referred to as '''Lab variants'''. | The simplest [[vanilla]] non-terminal draw card is {{Card|Laboratory}}; cards that have similar effects are therefore sometimes referred to as '''Lab variants'''. | ||
Line 7: | Line 7: | ||
Non-terminal draw is closely related to [[duration draw]]: playing a duration-draw card on one turn provides an effect similar to playing a non-terminal draw card on your next turn. | Non-terminal draw is closely related to [[duration draw]]: playing a duration-draw card on one turn provides an effect similar to playing a non-terminal draw card on your next turn. | ||
− | == | + | == List of non-terminal draw cards == |
− | These | + | These draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Cards in italics have been [[Removed cards|removed]]. |
* [[Dominion (base set)|Dominion]]: {{Card|Laboratory}} | * [[Dominion (base set)|Dominion]]: {{Card|Laboratory}} | ||
− | |||
− | |||
* [[Seaside]]: {{card|Tide Pools}} | * [[Seaside]]: {{card|Tide Pools}} | ||
− | * [[ | + | * [[Alchemy]]: {{Card|Alchemist}} |
− | + | ||
* [[Dark Ages]]: {{Card|Madman}} | * [[Dark Ages]]: {{Card|Madman}} | ||
* [[Guilds]]: {{Card|Advisor}} | * [[Guilds]]: {{Card|Advisor}} | ||
− | * [[Adventures]]: {{Card|Lost City | + | * [[Adventures]]: {{Card|Lost City}} |
* [[Empires]]: {{Card|Encampment}} | * [[Empires]]: {{Card|Encampment}} | ||
* [[Renaissance]]: {{Card|Experiment}} | * [[Renaissance]]: {{Card|Experiment}} | ||
* [[Menagerie (expansion)|Menagerie]]: {{card|Destrier}}, {{card|Horse}}, {{way|Way of the Horse}} | * [[Menagerie (expansion)|Menagerie]]: {{card|Destrier}}, {{card|Horse}}, {{way|Way of the Horse}} | ||
− | * [[Allies]]: {{card| | + | * [[Allies]]: {{card|Distant Shore}}, {{card|Lich}}, {{card|Sibyl}} |
+ | * [[Plunder (expansion)|Plunder]]: {{card|Landing Party}} | ||
* [[Promos]]: {{Card|Governor}} | * [[Promos]]: {{Card|Governor}} | ||
− | + | ===Conditional effects=== | |
+ | These cards are restricted by only being able to increase handsize in certain circumstances; if the condition is not met, most will be simple [[cantrip|cantrips]], or even reduce handsize. | ||
− | + | * [[Intrigue]]: {{Card|Wishing Well}} -- you need to guess the top card of your deck after drawing one card to draw another one. | |
− | + | * [[Alchemy]]: {{Card|Apprentice}} provides non-terminal draw if you trash a card costing {{Cost|3}} or more. | |
− | + | * [[Prosperity]]: {{Card|City}} -- Only if a [[supply]] pile is empty. | |
− | + | * [[Cornucopia]]: {{Card|Menagerie}} -- Only if you have no duplicate cards in hand. | |
− | + | * [[Hinterlands]]: {{Card|Stables}} -- If you can discard a Treasure from your hand. | |
− | + | * [[Adventures]]: {{Card|Storyteller}} -- You need to have {{cost}} to spend to increase your handsize. | |
− | * | + | * [[Adventures]]: {{Card|Teacher}}, {{Event|Lost Arts}}, {{Event|Pathfinding}} can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets. |
− | + | * [[Empires]]: {{Card|City Quarter}} -- Variable amount of draw. You need at least two other [[Action]] cards in hand to increase your handsize. | |
− | + | * [[Nocturne]]: {{Card|Cursed Village}} -- Variable amount of draw. Only increases handsize from a sufficiently small starting handsize. | |
− | + | * [[Allies]]: {{card|Capital City}} -- You need to have generated {{Cost|2}} before. | |
− | + | * [[Allies]]: {{card|Battle Plan}} -- If you can reveal an [[Attack]] card from your hand. | |
− | * {{Card|City}} | + | * [[Plunder (expansion)|Plunder]]: {{card|Swamp Shacks}} -- If you have six or more cards in play. |
− | * {{Card| | + | * [[Plunder (expansion)|Plunder]]: {{trait|Shy}} -- only works at the beginning of your turn, and only once per turn. |
− | * {{Card| | + | |
− | * {{Card| | + | |
− | * {{Event|Lost Arts}}, | + | |
− | + | ||
− | * {{Card| | + | |
− | * {{Card| | + | |
− | * {{ | + | |
− | + | ||
− | * {{card| | + | |
− | * {{card| | + | |
− | * {{ | + | |
− | + | ||
=== Specific-card drawers === | === Specific-card drawers === | ||
− | These non-terminal cards only draw cards of a specific [[type]] or other category, and increase handsize if they find such cards. | + | A subset of conditional non-terminal draw. These non-terminal cards only draw cards of a specific [[type]] or other category, and increase handsize if they find such cards. |
* ''{{Card|Scout}}'' draws Victory cards. | * ''{{Card|Scout}}'' draws Victory cards. | ||
+ | * {{card|Sea Chart}} draws a card you already have in play. | ||
* {{Card|Apothecary}} draws {{Card|Copper|Coppers}} and {{Card|Potion|Potions}}. | * {{Card|Apothecary}} draws {{Card|Copper|Coppers}} and {{Card|Potion|Potions}}. | ||
* {{Card|Scrying Pool}} draws Actions. | * {{Card|Scrying Pool}} draws Actions. | ||
* {{Card|Hunting Party}} [[digging|digs]] for a card not already in your hand. | * {{Card|Hunting Party}} [[digging|digs]] for a card not already in your hand. | ||
− | * {{Card|Vagrant}} draws | + | * {{Card|Vagrant}} draws certain [[junk]] cards. |
* {{Card|Magpie}} draws [[Treasure|Treasures]]. | * {{Card|Magpie}} draws [[Treasure|Treasures]]. | ||
* {{Card|Settlers}} draws Coppers from your discard pile. | * {{Card|Settlers}} draws Coppers from your discard pile. | ||
Line 68: | Line 56: | ||
* {{Card|Seer}} draws cards costing from {{Cost|2}} to {{Cost|4}}. | * {{Card|Seer}} draws cards costing from {{Cost|2}} to {{Cost|4}}. | ||
* {{card|Hunter}} draws cards of ''different'' types. | * {{card|Hunter}} draws cards of ''different'' types. | ||
+ | |||
+ | === Non-terminal duration draw === | ||
+ | |||
+ | These non-terminal cards [[duration draw|increase handsize on future turns]], not immediately. | ||
+ | |||
+ | * [[Seaside]]: {{card|Caravan}} | ||
+ | * [[Empires]]: {{card|Archive}} | ||
+ | * [[Nocturne]]: {{card|Den of Sin}}, {{Card|Crypt}} | ||
+ | |||
+ | === Unreliable non-terminal draw === | ||
+ | These cards are not usually considered Lab variants, but can play that role in some decks: | ||
+ | |||
+ | * {{Card|Ironmonger}} can act as Lab variants depending on what card is on top of your deck. | ||
+ | * {{Card|Shanty Town}} acts as a Lab variant if you have no [[Action]] cards in hand, but otherwise decreases handsize. | ||
+ | * {{card|Diplomat}} acts as a Lab variant if your handsize is small, but otherwise is [[terminal]]. | ||
+ | * {{Card|Native Village}} hides away cards, rather than drawing them, but can non-terminally add them to your hand. | ||
+ | * ''{{card|Trusty Steed}}'' and {{card|Courser}} are difficult to gain and you can generally only get one copy of them, so they're hard to use as the basis of an engine. | ||
+ | * {{Card|Crossroads}} provides non-terminal draw the first time you play it on a turn, if there are multiple [[Victory card|Victory cards]] in your hand. | ||
+ | * {{Card|Cultist}} is technically terminal, but will allow you to play additional Cultists after it. | ||
+ | * {{Card|Imp}} allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is. | ||
+ | * {{Card|Avanto}} allows you to play a cantrip {{Card|Sauna}} if you have one in your hand after drawing, giving you back the Action you used to play Avanto. | ||
+ | * {{card|Sheepdog}} can provide draw without using up an Action if you gain a card while you have it in hand. | ||
+ | * {{card|Goatherd}} provides non-terminal draw if your opponent trashed multiple cards on their last turn. | ||
+ | * {{card|Emissary}} is only non-terminal if it makes you [[shuffle]] while drawing. | ||
+ | |||
+ | === Related cards === | ||
+ | These cards draw multiple cards but overall only maintain handsize rather than increasing it. | ||
+ | |||
+ | * {{card|Secret Passage}} is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it. | ||
+ | * {{Card|Fugitive}} and {{card|Ferryman}} are non-terminal sources of +2 Cards, but its required discard means it maintains handsize, rather than increasing it. | ||
+ | * {{Card|Forum}} is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it. | ||
+ | * {{card|Recruiter}} gives you [[Villagers]] if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize. | ||
+ | |||
+ | ==Gallery== | ||
+ | ===Unconditional=== | ||
+ | {{CardImage|Archive}}{{CardImage|Advisor}}{{CardImage|Alchemist}}{{CardImage|Caravan}}{{CardImage|Den of Sin}}{{CardImage|Destrier}}{{CardImage|Distant Shore}}{{CardImage|Encampment}}{{CardImage|Experiment}}{{CardImage|Governor}}{{CardImage|Horse}}{{CardImage|Laboratory}}{{CardImage|Lich}}{{CardImage|Lost City}}{{CardImage|Madman}}{{CardImage|Sibyl}}{{CardImage|Stables}}{{LandscapeImage|Way of the Horse}} | ||
+ | |||
+ | ===Conditional=== | ||
+ | {{CardImage|Apprentice}}{{CardImage|Battle Plan}}{{CardImage|Capital City}}{{CardImage|City}}{{CardImage|City Quarter}}{{CardImage|Cursed Village}}{{CardImage|Menagerie}}{{CardImage|Storyteller}}{{CardImage|Teacher}}{{CardImage|Tide Pools}}{{CardImage|Wishing Well}}{{LandscapeImage|Lost Arts}}{{LandscapeImage|Pathfinding}} | ||
+ | |||
+ | ===Only specific cards=== | ||
+ | {{CardImage|Apothecary}}{{CardImage|Bustling Village}}{{CardImage|Hunter}}{{CardImage|Hunting Party}}{{CardImage|Magpie}}{{CardImage|Patrician}}{{CardImage|Scrying Pool}}{{CardImage|Sea Chart}}{{CardImage|Seer}}{{CardImage|Settlers}}{{CardImage|Vagrant}}{{CardImage|Will-o'-Wisp}} | ||
{{Navbox card categories}} | {{Navbox card categories}} | ||
[[Category:Terminality]] | [[Category:Terminality]] |
Latest revision as of 21:26, 20 February 2024
Cards that can increase your handsize without depleting your number of available Actions are referred to as non-terminal draw cards. They make a welcome addition to almost any engine strategy, in which large handsizes allow you to find and line up your key engine components.
The simplest vanilla non-terminal draw card is Laboratory; cards that have similar effects are therefore sometimes referred to as Lab variants.
Non-terminal draw is closely related to duration draw: playing a duration-draw card on one turn provides an effect similar to playing a non-terminal draw card on your next turn.
Contents |
[edit] List of non-terminal draw cards
These draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Cards in italics have been removed.
- Dominion: Laboratory
- Seaside: Tide Pools
- Alchemy: Alchemist
- Dark Ages: Madman
- Guilds: Advisor
- Adventures: Lost City
- Empires: Encampment
- Renaissance: Experiment
- Menagerie: Destrier, Horse, Way of the Horse
- Allies: Distant Shore, Lich, Sibyl
- Plunder: Landing Party
- Promos: Governor
[edit] Conditional effects
These cards are restricted by only being able to increase handsize in certain circumstances; if the condition is not met, most will be simple cantrips, or even reduce handsize.
- Intrigue: Wishing Well -- you need to guess the top card of your deck after drawing one card to draw another one.
- Alchemy: Apprentice provides non-terminal draw if you trash a card costing or more.
- Prosperity: City -- Only if a supply pile is empty.
- Cornucopia: Menagerie -- Only if you have no duplicate cards in hand.
- Hinterlands: Stables -- If you can discard a Treasure from your hand.
- Adventures: Storyteller -- You need to have to spend to increase your handsize.
- Adventures: Teacher, Lost Arts, Pathfinding can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets.
- Empires: City Quarter -- Variable amount of draw. You need at least two other Action cards in hand to increase your handsize.
- Nocturne: Cursed Village -- Variable amount of draw. Only increases handsize from a sufficiently small starting handsize.
- Allies: Capital City -- You need to have generated before.
- Allies: Battle Plan -- If you can reveal an Attack card from your hand.
- Plunder: Swamp Shacks -- If you have six or more cards in play.
- Plunder: Shy -- only works at the beginning of your turn, and only once per turn.
[edit] Specific-card drawers
A subset of conditional non-terminal draw. These non-terminal cards only draw cards of a specific type or other category, and increase handsize if they find such cards.
- Scout draws Victory cards.
- Sea Chart draws a card you already have in play.
- Apothecary draws Coppers and Potions.
- Scrying Pool draws Actions.
- Hunting Party digs for a card not already in your hand.
- Vagrant draws certain junk cards.
- Magpie draws Treasures.
- Settlers draws Coppers from your discard pile.
- Bustling Village draws Settlers from your discard pile.
- Patrician draws cards costing or more.
- Will-o'-Wisp draws cards costing or less.
- Seer draws cards costing from to .
- Hunter draws cards of different types.
[edit] Non-terminal duration draw
These non-terminal cards increase handsize on future turns, not immediately.
[edit] Unreliable non-terminal draw
These cards are not usually considered Lab variants, but can play that role in some decks:
- Ironmonger can act as Lab variants depending on what card is on top of your deck.
- Shanty Town acts as a Lab variant if you have no Action cards in hand, but otherwise decreases handsize.
- Diplomat acts as a Lab variant if your handsize is small, but otherwise is terminal.
- Native Village hides away cards, rather than drawing them, but can non-terminally add them to your hand.
- Trusty Steed and Courser are difficult to gain and you can generally only get one copy of them, so they're hard to use as the basis of an engine.
- Crossroads provides non-terminal draw the first time you play it on a turn, if there are multiple Victory cards in your hand.
- Cultist is technically terminal, but will allow you to play additional Cultists after it.
- Imp allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is.
- Avanto allows you to play a cantrip Sauna if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
- Sheepdog can provide draw without using up an Action if you gain a card while you have it in hand.
- Goatherd provides non-terminal draw if your opponent trashed multiple cards on their last turn.
- Emissary is only non-terminal if it makes you shuffle while drawing.
[edit] Related cards
These cards draw multiple cards but overall only maintain handsize rather than increasing it.
- Secret Passage is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it.
- Fugitive and Ferryman are non-terminal sources of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
- Forum is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
- Recruiter gives you Villagers if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize.
[edit] Gallery
[edit] Unconditional
[edit] Conditional
[edit] Only specific cards