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[[Image:Witch.jpg|thumb|right|200px|[[Witch]], a curser card.]]


A '''curser''' is any card which has the potential to distribute {{Card|Curse}} cards to other players. Cursers are generally considered among the strongest cards at their price points, since the effect of putting {{Card|Curse|Curses}} into an opponent's deck is very powerful: it simultaneously reduces their {{VP}}, puts useless cards in their future hands, and usually slows down their future deck cycling. The presence of one or more cursers in a kingdom therefore has a major influence on gameplay; most winning strategies will involve gaining cursers. This early-game strength is sometimes offset by late-game weakness: since there are a finite number of {{Card|Curse|Curses}} in the supply, cursers often lose most or all of their value after all the {{Card|Curse|Curses}} have been distributed, for example {{Card|Witch}} is a very strong card, but its secondary effect of drawing two cards is very weak at {{Cost|5}}. Most cursers are [[Action]]–[[Attack]] cards.
== List of cursers ==
The cards in ''italics'' have been removed.
=== Primary cursers ===
These are [[Kingdom card|Kingdom cards]] that consistently cause other players to acquire Curses in ways that they do not always have the option to avoid:
* {{Set|Dominion}}: {{Card|Witch}}
* {{Set|Seaside}}: ''{{Card|Sea Hag}}'', {{card|Sea Witch}}
* {{Set|Alchemy}}: {{Card|Familiar}}
* {{Set|Prosperity}}: {{Card|Charlatan}}, ''{{Card|Mountebank}}''
* {{Set|Hinterlands}}: ''{{Card|Ill-Gotten Gains}}''
* {{Set|Cornucopia & Guilds}}: {{Card|Soothsayer}}
* {{Set|Renaissance}}: {{Card|Old Witch}}
* {{Set|Menagerie}}: {{card|Coven}}
* {{Set|Plunder}}: {{card|Siren}}, {{card|Trickster}}
{{ally|Circle of Witches}}, from {{Set|Allies}}, is not a Kingdom card itself, but it allows you to use [[Liaison]] Kingdom cards as cursers.
=== Secondary cursers ===
These cards can cause opponents to gain Curses, but in more restricted circumstances:
'''Cards that depend on the top card of your opponent's deck:'''
* {{Set|Intrigue}}: {{Card|Swindler}}—may give a Curse when they reveal a card costing {{cost|0}}, often a Copper.
* {{Set|Cornucopia & Guilds}}: {{Card|Jester}}—gives a Curse when they reveal a [[Victory]] card.
* {{Set|Adventures}}: {{Card|Giant}}—gives a Curse when they reveal a card not costing between {{cost|3}} and {{cost|6}}.
* {{Set|Allies}}: {{card|Barbarian}}—gives a Curse when they reveal a card not costing {{cost|3}} or more.
'''Cards that require a specific condition from the user:'''
* {{Set|Intrigue}}: {{card|Replace}}—it only distributes Curses if you gain a [[Victory]] card
* {{Set|Hinterlands}}: {{card|Cauldron}}—only distributes a Curse when you gain your third Action card of the turn
* {{Set|Hinterlands}}: {{card|Witch's Hut}}—only distributes a Curse if you discard two Action cards
* {{Set|Cornucopia & Guilds}}: ''{{Card|Followers}}''—as this is a {{Card|Prize|file=Prizes}}, there is only a single copy which is rather difficult to gain.
* {{Set|Empires}}: {{Card|Catapult}} — distributes a Curse only if you trash a card costing {{cost|3}} or more
* {{Set|Nocturne}}: {{Card|Idol}} — distributes a Curse only if you have an even number of Idols in play
* {{Set|Allies}}: {{card|Sorceress}}—distributes a Curse only if you can guess what card is on top of your deck
* {{Set|Rising Sun}}: {{card|Kitsune}}—distributes a Curse as one of several possible options that you can choose between
* {{Set|Rising Sun}}: {{card|Snake Witch}}—can only distribute a Curse if you have no duplicate cards in hand
'''Cards whose effect can be avoided by your opponent in some circumstances:'''
* {{Set|Intrigue}}: {{Card|Torturer}}—your opponent is always free to not take the Curse and discard instead; in games without [[villages]] it's relatively likely that few Curses will be distributed by Torturer
* {{Set|Seaside}}: {{card|Blockade}}—it only distributes Curses to players who gain the same card you chose
* {{Set|Cornucopia & Guilds}}: {{Card|Young Witch}}—your opponent can reveal the Bane to avoid gaining a Curse
* {{Set|Adventures}}: {{Card|Swamp Hag}} — your opponent may avoid gaining a Curse if they choose to buy no cards on their turn
* {{Set|Menagerie}}: {{card|Black Cat}}—distributes a Curse only when another player gains a [[Victory]] card
* {{Set|Allies}}: {{card|Sorcerer}}—distributes a Curse only to opponents who can't guess what card is on top of their deck.
=== Other cards that can distribute Curses but are not usually considered cursers ===
Unlike the primary and secondary cursers which always affect other players, the cards in this category have other primary purposes than handing out {{Card|Curse|Curses}} or they do not only affect the opponent of the user.
* {{Card|Masquerade}} (from [[Intrigue]]) and ''{{Card|Ambassador}}'' (from [[Seaside]]) can only redistribute {{Card|Curse|Curses}} after they have been gained through other means.
* {{Set|Seaside}}: ''{{Card|Embargo}}''— is an effect that can sometimes be played around and which also affects the user.
* {{Set|Adventures}}: {{Card|Messenger}}—causes all players to gain a card costing up to {{Cost|4}}, which can be a Curse; but it affects the user as well as their opponents and is more likely to be used for something else.
Some effects use gaining {{Card|Curse|Curses}} as a drawback or penalty to the user:
* {{Set|Nocturne}}: {{Card|Cursed Gold}}
* {{Set|Empires}}: {{Event|Ritual}}
* {{Set|Renaissance}}: {{Card|Hideout}}—gives you a Curse if you trash a [[Victory]] card
* {{Set|Menagerie}}: {{Event|Desperation}}
* {{Set|Plunder}}: {{Trait|Cursed}}
* {{Set|Rising Sun}}: {{prophecy|Sickness}}
[[Doom]] cards are cursers when they reveal certain [[Hex]]es: {{Hex|Plague}}, and sometimes {{Hex|Locusts}}. This can both be from an attack like {{Card|Werewolf}} or as a drawback to an effect, in the case of {{Card|Leprechaun}} or {{Card|Cursed Village}}.
==Strategy==
For strategic advice, refer to the strategy sections on the relevant card pages, especially [[Witch#Strategy|Witch]].
==Gallery==
===Primary Cursers===
{{startsort|1}}{{Image|Charlatan|cost=$05}}{{Image|Coven|cost=$05}}{{Image|Familiar|cost=$03P}}{{Image|Old Witch|cost=$05}}{{Image|Sea Witch|cost=$05}}{{Image|Siren|cost=$03}}{{Image|Soothsayer|cost=$05}}{{Image|Trickster|cost=$05}}{{Image|Witch|cost=$05}}{{Image|Circle of Witches|size=320|cost=$00}}{{endsort}}
===Secondary Cursers===
{{startsort|2}}{{Image|Barbarian|cost=$05}}{{Image|Black Cat|cost=$02}}{{Image|Blockade|cost=$04}}{{Image|Catapult|cost=$03}}{{Image|Cauldron|cost=$05}}{{Image|Giant|cost=$05}}{{Image|Idol|cost=$05}}{{Image|Jester|cost=$05}}{{Image|Kitsune|cost=$05}}{{Image|Replace|cost=$05}}{{Image|Snake Witch|cost=$02}}{{Image|Sorcerer|cost=$05}}{{Image|Sorceress|cost=$05}}{{Image|Swamp Hag|cost=$05}}{{Image|Swindler|cost=$03}}{{Image|Torturer|cost=$05}}{{Image|Young Witch|cost=$04}}{{Image|Witch's Hut|cost=$05}}{{endsort}}
===Removed cards===
{{startsort|3}}{{Image|Followers|cost=$00*}}{{Image|Ill-Gotten Gains|cost=$05}}{{Image|Mountebank|cost=$05}}{{Image|Sea Hag|cost=$04}}{{endsort}}
== Trivia ==
[[Dark Ages]] is the only expansion that does not contain a curser; however, it does contain two cards ({{Card|Marauder}} and {{Card|Cultist}}) that cause opponents to gain {{Card|Ruins}}, serving a similar function.
=== Cursers relating to expansion theme ===
It can be argued that the main curser from most expansions (with the exception of [[Guilds]]) closely represents the expansion's theme:
{{Quote
|Text=
It was just a coincidence. Or, if you like, a natural consequence of "each other player gains a {{Card|Curse}}" being simple, every set wanting simple on-theme cards, and no set wanting too many ways to give out Curses.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg358383#msg358383 Interview with Donald X.]
}}
* {{Set|Dominion}}: {{Card|Witch}} has only a ''minor "[[vanilla]]" effect'' other than cursing; the [[base]] game's theme is cards with simple effects.
* {{Set|Intrigue}}: {{Card|Torturer}} gives the opponent a ''choice'' about whether to be cursed; Intrigue's theme is cards with a choice of effects.
* {{Set|Seaside}}: {{Card|Blockade}} and {{Card|Sea Witch}} are [[Duration]] attacks; Seaside's main theme is Duration cards.
* {{Set|Alchemy}}: {{Card|Familiar}} is ''[[non-terminal]]'' and has ''{{p}}'' in its cost; Alchemy's theme is {{Card|Potion|Potions}} and action chaining.
* {{Set|Prosperity}}: {{Card|Charlatan}} turns {{Card|Curse|Curses}} into {{Card|Copper|Coppers}}; one of Prosperity's themes is [[Treasure]]s.
* {{Set|Cornucopia}}: {{Card|Young Witch}} increases the number of ''differently-named cards'' in the Kingdom; Cornucopia's theme is variety.
* {{Set|Hinterlands}}: {{Card|Cauldron}} cares about how many cards you've ''gained'', while {{Card|Witch's Hut}} is a sifter; Hinterland's main theme is on-gain effects, with a sub-theme of discarding.
* {{Set|Adventures}}: {{Card|Giant}} uses the ''Journey token'', and {{Card|Swamp Hag}} is a ''duration''; Adventures expands on [[Duration]] cards and uses miscellaneous tokens.
* {{Set|Empires}}: {{Card|Catapult}} is part of a ''split pile''; split piles are one of the themes in Empires.
* {{Set|Nocturne}}: {{Card|Idol}} can give you ''Boons'', and {{Hex|Plague}} is a ''Hex'', which are new mechanics in Nocturne.
* {{Set|Renaissance}}: {{Card|Old Witch}} allows attacked players to ''trash'' a Curse from their hand, and is relatively ''simple''; One of Renaissance's themes is trashing, and having simpler cards than previous expansions.
* {{Set|Menagerie}}: {{Card|Coven}} and {{Card|Black Cat}} match two of Menagerie's themes: ''Exiling'' and ''Reactions'', respectively.
* {{set|Allies}}: {{card|Sorcerer}} and {{card|Sorceress}} are part of ''[[split pile]]s'', and {{ally|Circle of Witches}} is an ''[[Ally]]''; those are the Allies expansion's main structural themes.
* {{set|Plunder}}: {{card|Siren}} is a ''[[Duration]]'', and {{card|Trickster}} interacts with ''[[Treasure]]s''; Plunder's main themes are Durations and Treasures.
=== More Cursing attacks in recent expansions ===
Many of the more recent expansions/second editions (specifically {{Set|Menagerie}}, {{Set|Allies}}, {{Set|Seaside|ed=2|Seaside 2E}}, {{Set|Hinterlands|ed=2|Hinterlands 2E}}, and {{Set|Plunder}}) have included multiple Cursing attacks.
{{Quote
|Text=
It's something I've decided to embrace, due to all the ways Witches are the best attacks. They're simpler, they work, they're the most fun. As you know, {{Card|Militia|Militias}} are less fun and harder to vary the attack on; {{Card|Knights}} are hated/loved; {{Card|Spy|Spies}} are awful; and none-of-the-above Duration attacks are just hard to come by.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg899462#msg899462 Interview with Donald X.]
}}
== See Also ==
* [[Junking attack]]
{{Navbox card categories}}
[[Category:Attacks]]

Latest revision as of 00:09, 14 September 2024

Witch, a curser card.

A curser is any card which has the potential to distribute Curse cards to other players. Cursers are generally considered among the strongest cards at their price points, since the effect of putting Curses into an opponent's deck is very powerful: it simultaneously reduces their VP, puts useless cards in their future hands, and usually slows down their future deck cycling. The presence of one or more cursers in a kingdom therefore has a major influence on gameplay; most winning strategies will involve gaining cursers. This early-game strength is sometimes offset by late-game weakness: since there are a finite number of Curses in the supply, cursers often lose most or all of their value after all the Curses have been distributed, for example Witch is a very strong card, but its secondary effect of drawing two cards is very weak at $5. Most cursers are ActionAttack cards.

List of cursers

The cards in italics have been removed.

Primary cursers

These are Kingdom cards that consistently cause other players to acquire Curses in ways that they do not always have the option to avoid:

Circle of Witches, from Allies, is not a Kingdom card itself, but it allows you to use Liaison Kingdom cards as cursers.

Secondary cursers

These cards can cause opponents to gain Curses, but in more restricted circumstances:

Cards that depend on the top card of your opponent's deck:

Cards that require a specific condition from the user:

Cards whose effect can be avoided by your opponent in some circumstances:

  • Intrigue: Torturer—your opponent is always free to not take the Curse and discard instead; in games without villages it's relatively likely that few Curses will be distributed by Torturer
  • Seaside: Blockade—it only distributes Curses to players who gain the same card you chose
  • Cornucopia & Guilds: Young Witch—your opponent can reveal the Bane to avoid gaining a Curse
  • Adventures: Swamp Hag — your opponent may avoid gaining a Curse if they choose to buy no cards on their turn
  • Menagerie: Black Cat—distributes a Curse only when another player gains a Victory card
  • Allies: Sorcerer—distributes a Curse only to opponents who can't guess what card is on top of their deck.

Other cards that can distribute Curses but are not usually considered cursers

Unlike the primary and secondary cursers which always affect other players, the cards in this category have other primary purposes than handing out Curses or they do not only affect the opponent of the user.

  • Masquerade (from Intrigue) and Ambassador (from Seaside) can only redistribute Curses after they have been gained through other means.
  • Seaside: Embargo— is an effect that can sometimes be played around and which also affects the user.
  • Adventures: Messenger—causes all players to gain a card costing up to $4, which can be a Curse; but it affects the user as well as their opponents and is more likely to be used for something else.

Some effects use gaining Curses as a drawback or penalty to the user:

Doom cards are cursers when they reveal certain Hexes: Plague, and sometimes Locusts. This can both be from an attack like Werewolf or as a drawback to an effect, in the case of Leprechaun or Cursed Village.

Strategy

For strategic advice, refer to the strategy sections on the relevant card pages, especially Witch.

Gallery

Primary Cursers

Sort by Name


Secondary Cursers

Sort by Name


Removed cards

Sort by Name


Trivia

Dark Ages is the only expansion that does not contain a curser; however, it does contain two cards (Marauder and Cultist) that cause opponents to gain Ruins, serving a similar function.

Cursers relating to expansion theme

It can be argued that the main curser from most expansions (with the exception of Guilds) closely represents the expansion's theme:

It was just a coincidence. Or, if you like, a natural consequence of "each other player gains a Curse" being simple, every set wanting simple on-theme cards, and no set wanting too many ways to give out Curses.

More Cursing attacks in recent expansions

Many of the more recent expansions/second editions (specifically Menagerie, Allies, Seaside 2E, Hinterlands 2E, and Plunder) have included multiple Cursing attacks.

It's something I've decided to embrace, due to all the ways Witches are the best attacks. They're simpler, they work, they're the most fun. As you know, Militias are less fun and harder to vary the attack on; Knights are hated/loved; Spies are awful; and none-of-the-above Duration attacks are just hard to come by.

See Also


Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn