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Secret Cave is a [[Duration]] [[cantrip]] that lets you discard three cards in exchange for {{Cost|3}} on your next turn. While this can enable you to spike higher pricepoints, especially during the early stages of the game (e.g. for {{Event|Inheritance}}), or generate {{Cost}} when you have [[overdraw]] or [[draw-to-X]] cards such as {{Card|Cursed Village}}, Secret Cave is usually not an efficient source of economy. Benefits now are generally better than benefits later, and having to wait a turn to get the {{Cost|3}} is usually detrimental. Additionally, because you discard three cards for {{Cost|3}}, Secret Cave effectively pushes you towards a [[money density]] of {{Cost|1}} per [[stop card]], an unimpressive mark. Rather, Secret Cave’s primary function in many [[Kingdom]]s is to make it easier to activate its [[Heirloom]], {{Card|Magic Lamp}}. | Secret Cave is a [[Duration]] [[cantrip]] that lets you discard three cards in exchange for {{Cost|3}} on your next turn. While this can enable you to spike higher pricepoints, especially during the early stages of the game (e.g. for {{Event|Inheritance}}), or generate {{Cost}} when you have [[overdraw]] or [[draw-to-X]] cards such as {{Card|Cursed Village}}, Secret Cave is usually not an efficient source of economy. Benefits now are generally better than benefits later, and having to wait a turn to get the {{Cost|3}} is usually detrimental. Additionally, because you discard three cards for {{Cost|3}}, Secret Cave effectively pushes you towards a [[money density]] of {{Cost|1}} per [[stop card]], an unimpressive mark. Rather, Secret Cave’s primary function in many [[Kingdom]]s is to make it easier to activate its [[Heirloom]], {{Card|Magic Lamp}}. | ||
{{Card|Magic Lamp}} offers a [[one-shot]] effect of gaining three {{Card|Wish|Wishes}} if you can assemble six unique cards in play. This is almost always an important goal in the early game because {{Card|Wish}} is a very powerful [[gainer]] and enabler of [[gain-and-play]]. To achieve this objective, you must usually [[build]] towards two things: at least six unique cards in deck, and just enough [[deck control]] to get all six of those (including {{Card|Magic Lamp}}) into play at the same time, without playing multiple copies of any of them. Because you start with {{Card|Copper|Coppers}} and a {{Card|Magic Lamp}}, you usually need to acquire four more playable uniques. This generally means adding a few different Action cards (having some nonterminals makes them easier to put into play on the same turn) and avoiding duplicate purchases at first; [[Treasure]]s can also be helpful (e.g. {{Card|Silver}} or {{Card|Supplies}}). Secret Cave itself is a cantrip that helps you achieve six unique cards, and as a Duration card, it provides two opportunities per play to contribute to the number of uniques in play. This is only the case if you make use of its discarding effect (it won’t stay in play until your next turn otherwise), so it’s sometimes worth discarding solely for the purpose of helping to activate {{Card|Magic Lamp}} on your next turn; you’ll usually want to make this decision based on [[deck tracking]]. In addition to acquiring more unique cards, [[thinning]] greatly helps with {{Card|Magic Lamp}} activation, in that it can remove {{Card|Estate|Estates}} that you cannot put into play and excess {{Card|Copper|Coppers}} which don’t contribute to your count of unique cards, as well as allowing you to draw your unique cards more easily. Good [[draw]] is also often important, as it lets you assemble more cards in your hand to find six distinct ones. {{Card|Necropolis}} (in games with | {{Card|Magic Lamp}} offers a [[one-shot]] effect of gaining three {{Card|Wish|Wishes}} if you can assemble six unique cards in play. This is almost always an important goal in the early game because {{Card|Wish}} is a very powerful [[gainer]] and enabler of [[gain-and-play]]. To achieve this objective, you must usually [[build]] towards two things: at least six unique cards in deck, and just enough [[deck control]] to get all six of those (including {{Card|Magic Lamp}}) into play at the same time, without playing multiple copies of any of them. Because you start with {{Card|Copper|Coppers}} and a {{Card|Magic Lamp}}, you usually need to acquire four more playable uniques. This generally means adding a few different Action cards (having some nonterminals makes them easier to put into play on the same turn) and avoiding duplicate purchases at first; [[Treasure]]s can also be helpful (e.g. {{Card|Silver}} or {{Card|Supplies}}). Secret Cave itself is a cantrip that helps you achieve six unique cards, and as a Duration card, it provides two opportunities per play to contribute to the number of uniques in play. This is only the case if you make use of its discarding effect (it won’t stay in play until your next turn otherwise), so it’s sometimes worth discarding solely for the purpose of helping to activate {{Card|Magic Lamp}} on your next turn; you’ll usually want to make this decision based on [[deck tracking]]. In addition to acquiring more unique cards, [[thinning]] greatly helps with {{Card|Magic Lamp}} activation, in that it can remove {{Card|Estate|Estates}} that you cannot put into play and excess {{Card|Copper|Coppers}} which don’t contribute to your count of unique cards, as well as allowing you to draw your unique cards more easily. Good [[draw]] is also often important, as it lets you assemble more cards in your hand to find six distinct ones. {{Card|Necropolis}} (in games with {{Card|Shelter|Shelters|file=Shelters}}) and other Heirlooms mean you occasionally start with more unique cards than usual, accelerating the process of activating {{Card|Magic Lamp}}. | ||
An important synergy is with {{Card|Treasurer}}, with which you can regain {{Card|Magic Lamp}} from the trash for more opportunities to reactivate its benefit. | An important synergy is with {{Card|Treasurer}}, with which you can regain {{Card|Magic Lamp}} from the trash for more opportunities to reactivate its benefit. |
Latest revision as of 21:29, 10 September 2024
Secret Cave | |
---|---|
Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Nocturne |
Illustrator(s) | Ryan Laukat |
Card text | |
+1 Card |
Secret Cave is an Action-Duration card from Nocturne. It's a discard for benefit cantrip that can provide you with + on your next turn if you discard 3 cards from your hand now. Games using Secret Cave include the Heirloom Magic Lamp.
FAQ
Official FAQ
- If you do not discard three cards, Secret Cave is discarded from play at end of turn.
- If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get + at the start of that turn.
- You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.
- In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.
Other rules clarifications
Strategy
Secret Cave is a Duration cantrip that lets you discard three cards in exchange for on your next turn. While this can enable you to spike higher pricepoints, especially during the early stages of the game (e.g. for Inheritance), or generate when you have overdraw or draw-to-X cards such as Cursed Village, Secret Cave is usually not an efficient source of economy. Benefits now are generally better than benefits later, and having to wait a turn to get the is usually detrimental. Additionally, because you discard three cards for , Secret Cave effectively pushes you towards a money density of per stop card, an unimpressive mark. Rather, Secret Cave’s primary function in many Kingdoms is to make it easier to activate its Heirloom, Magic Lamp.
Magic Lamp offers a one-shot effect of gaining three Wishes if you can assemble six unique cards in play. This is almost always an important goal in the early game because Wish is a very powerful gainer and enabler of gain-and-play. To achieve this objective, you must usually build towards two things: at least six unique cards in deck, and just enough deck control to get all six of those (including Magic Lamp) into play at the same time, without playing multiple copies of any of them. Because you start with Coppers and a Magic Lamp, you usually need to acquire four more playable uniques. This generally means adding a few different Action cards (having some nonterminals makes them easier to put into play on the same turn) and avoiding duplicate purchases at first; Treasures can also be helpful (e.g. Silver or Supplies). Secret Cave itself is a cantrip that helps you achieve six unique cards, and as a Duration card, it provides two opportunities per play to contribute to the number of uniques in play. This is only the case if you make use of its discarding effect (it won’t stay in play until your next turn otherwise), so it’s sometimes worth discarding solely for the purpose of helping to activate Magic Lamp on your next turn; you’ll usually want to make this decision based on deck tracking. In addition to acquiring more unique cards, thinning greatly helps with Magic Lamp activation, in that it can remove Estates that you cannot put into play and excess Coppers which don’t contribute to your count of unique cards, as well as allowing you to draw your unique cards more easily. Good draw is also often important, as it lets you assemble more cards in your hand to find six distinct ones. Necropolis (in games with Shelters) and other Heirlooms mean you occasionally start with more unique cards than usual, accelerating the process of activating Magic Lamp.
An important synergy is with Treasurer, with which you can regain Magic Lamp from the trash for more opportunities to reactivate its benefit.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Card |
Nocturne | November 2017 |
Other language versions
Language | Name | Digital | Text | Notes | |
---|---|---|---|---|---|
Dutch | Geheime grot | ||||
French | Grotte secrète | +1 Carte |
|||
German | Geheime Höhle | +1 Karte |
(2017) | ||
Japanese | 秘密の洞窟 (pron. himitsu no dōkutsu) |
+1 カードを引く |
|||
Russian | Тайный Грот (pron. tayny grot) |
Trivia
Secret History
Donald X.'s opinion