Church: Difference between revisions

From DominionStrategy Wiki
Jump to navigation Jump to search
Anagkai (talk | contribs)
Clarified the absence of an official FAQ.
Nerdbound (talk | contribs)
mNo edit summary
 
Line 8: Line 8:
}}
}}


'''{{Card|Church}}''' is a [[promo|promotional]] [[Action]]-[[Duration]] card. It lets you save cards in your hand for next turn, and also is a [[trasher]].
'''{{Card|Church}}''' is a [[promo|promotional]] [[Action]]-[[Duration]] card. It lets you save cards in your hand for next turn and is also a [[trasher]].


== FAQ ==
== FAQ ==

Latest revision as of 06:44, 8 July 2022

Church
Info
Cost $3
Type(s) Action - Duration
Kingdom card? Yes
Set Promo
Illustrator(s) Julien Delval
Card text
+1 Action
Set aside up to 3 cards from your hand face down. At the start of your next turn, put them into your hand, then you may trash a card from your hand.

Church is a promotional Action-Duration card. It lets you save cards in your hand for next turn and is also a trasher.

FAQ

Official FAQ

There is no official FAQ for Church.

Other Rules clarifications

  • You may set aside zero, one, two, or three cards from your hand. Put them face down; you may look at them.
  • No matter how many cards you set aside, you may trash a card at the start of your next turn and Church is discarded at the end of that turn.
  • The card you trash can be a card you had set aside, or a card that was already in your hand.
  • If you play multiple Churches (or one Church multiple times such as via Throne Room), you may set aside multiple batches of up to three cards. What happens on your next turn is this: you put one batch of set-aside cards in hand, then trash, then put the next batch of set-aside cards in hand, then trash. You can choose which batch of set-aside cards you put in hand first.

Strategy

Church is a useful trasher with a strong auxiliary effect. Its ability to save cards for your next hand means it remains relevant throughout the game, providing flexible support for many different kinds of deck at various stages.

Church is often a good choice in the opening; it’s not unusual to add a second one early on, or even to consider opening with a pair of them. It’s not among the faster trashers --- as a Duration, it misses certain shuffles, as well as trashing only one card at a time --- but it’s good at targeting the cards you most want to trash (because you can choose from those in your starting hand plus those you’ve saved from last turn using the Church). Additionally, Church can provide temporary thinning by keeping junk out of some shuffles; this can be particularly powerful in the early game, when you can set aside a substantial portion of your deck. Although it’s a stop card, it’s non-terminal, and can mitigate early terminal collisions as well as offering some control over the distribution of $ across your early turns. Depending on what you want to buy, this can take the form of smoothing (by carrying an excess Copper or two over to your next hand) or spiking (by saving all or most of one hand’s payload in order to afford something expensive on the next turn). In Kingdoms with poor alternative deck control options, these functions remain helpful throughout the game.

During the course of building an engine, Church’s primary role often shifts towards helping you set up your next turn. Saving stop cards such as Province makes you less likely to dud, while saving draw cards or villages can help ensure you have the necessary ingredients for a good start to your next turn. This constitutes an especially strong synergy in the case of Shepherd and Crossroads, which Church can set up to draw reliably by ensuring that they collide with plenty of Victory cards. Church is also a convenient enabler of more specific collisions (e.g. Tournament with Province) and certain start-of-turn effects such as that of Mastermind or Transmogrify, for which it’s beneficial to hand-pick your target rather than hope for a favourable draw. Towards the end of the game, a pair of Churches can become a way to keep several Victory cards out of your deck each turn; this mitigates the usual reduction in reliability associated with greening.

It’s most common to play Church towards the end of your turn, once you’ve finished drawing and planned out your buys, enabling an informed choice of what to save for your next hand. Occasionally, you may be able to take advantage of the hand size reduction provided by a mid-turn Church play, e.g. with draw-to-x or a Menagerie or Diplomat activation; however, consistently setting aside multiple cards with Church is likely to impede your next turn when using this kind of draw.

Church won’t be your primary source of thinning if there’s a stronger trasher in the Kingdom, such as Chapel, and you’re therefore less likely to prioritise acquiring it. However, its versatility means that one or two may still be useful. The most likely case for skipping Church entirely is in a Kingdom that offers a strong engine with powerful trashing that moves towards a short greening phase, e.g. a megaturn.

Versions

English versions

Print Digital Text Release Date
Church Church from Shuffle iT +1 Action
Set aside up to 3 cards from your hand face down. At the start of your next turn, put them into your hand, then you may trash a card from your hand.
Church 2019

Other language versions

Language Name Print Digital Text Notes
German Schweriner Dom (lit. Schwerin Cathedral) German language Church from Shuffle iT +1 Aktion
Lege bis zu 3 deiner Handkarten mit der Bildseite nach unten zur Seite. Nimm sie zu Beginn deines nächsten Zuges auf deine Hand, danach darfst du eine deiner Handkarten entsorgen.
(2019)
Japanese 教会 (pron. kyōkai)

Trivia

Official card art.

This card was designed together with Captain on request by ASS to commemorate the victors of the "Jubiläumsmeisterschaft" (jubilee championship), organized 2018 in Germany and Austria to celebrate ten years of Dominion. The church shown in the art is Schwerin Cathedral. It represents Mecklenburg-Vorpommern, the winner of a 12-month competition taking place 2018.

Secret History

Church was an early card in Nocturne. That version set aside up to 2 cards, and trashed up to 2 cards. We enjoyed it, but it was too powerful, and also there was a lot of competition for trashing in Nocturne. Other cards made it in instead. So then we needed a promo for a tournament Altenburger was running, that would have a winning province of Germany. What landmark, that there would be lots of in Germany, would be recognizable from medieval times? Hey, how about a church? That suggested a trasher, and I remembered this card. Changing the numbers to 3 set aside and 1 trashed fixed up the power level while also shifting the focus of the card. Now it's this way you can set up a turn, and hey it's also a trasher. Altenburger had people vote on which church, after a province won, and they picked Schwerin Cathedral. The German version of the card is called Schweriner Dom. This particular church changed a lot since medieval times - they built that tower. The art shows it as it exists today, not as it did then, because it makes it the recognizable thing and no-one minds that kind of anachronism, no-one I say.


Cards $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events $5 Summon
Combos and Counters Black Market/Tactician
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)