Duration draw
(Categorized the different cards by when they draw and how much they draw.) |
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Optional as duration draw (can have a different effect): {{card|Gear}} (can be used as direct draw or duration draw), {{card|Barge}} (can draw now or later), {{card|Stronghold}} (can generate {{Cost}} instead of duration draw). | Optional as duration draw (can have a different effect): {{card|Gear}} (can be used as direct draw or duration draw), {{card|Barge}} (can draw now or later), {{card|Stronghold}} (can generate {{Cost}} instead of duration draw). | ||
− | Varying amount of draw (in some cases these only transfer a card to a later turn or replace themselves): {{Card|Monkey}}, {{Card|Garrison | + | Varying amount of draw (in some cases these only transfer a card to a later turn or replace themselves): {{Card|Monkey}}, {{Card|Garrison}}, {{Card|Crypt}}, {{Card|Conjurer}} (generates surplus draw as soon at it is played on two or more consecutive turns), {{card|Tactician}} (in this case the card cost of setup varies) |
===End of turn draw=== | ===End of turn draw=== | ||
− | {{Event|Expedition}}, {{Artifact|Flag}}, {{Way|Way of the | + | {{Event|Expedition}}, {{Artifact|Flag}}, {{Way|Way of the Squirrel}}, {{Boon|The River's Gift}} (will sometimes only replace a card that gave you the [[Boon]]) |
===Cards that replace themselves and increase future handsize=== | ===Cards that replace themselves and increase future handsize=== |
Revision as of 14:27, 1 July 2022
Duration draw is a collective term for abilities that increase the number of cards you have in hand at the start of your turn. Most of the effects that provide duration draw are Duration cards—hence the name—but there exist a number of landscapes, as well as Reaction cards that can increase your hand size on a future turn.
Duration draw is valuable in engine decks because it increases the probability that you will be able to line up key engine components to start your turn; the effect is therefore similar to guaranteeing a non-terminal draw card in a normal-sized hand. The power of duration-draw cards is mitigated by the fact that as Duration cards, they remain in play for multiple turns, and can therefore be played less frequently than comparable non-Duration cards. Moreover, the benefit duration-draw cards provide is delayed; most of them provide little or no value on the turn you play them. One reason Wharf and Gear are considered very powerful cards is because they can provide both terminal draw when you play them and duration draw the next turn.
Most cheaper duration-draw cards, such as Haven, increase the size of your next hand by setting aside cards from your current hand to add to your hand later—thus increasing your handsize at the beginning of your next turn comes at the expense of being able to use those cards on the current turn. More expensive duration draw will typically just give you +Cards from your deck on your next turn, or occasionally cards set aside from somewhere other than your hand.
Duration-draw cards often provide defense against handsize attacks, since they can allow you to re-draw to a full-size hand after being hit by an Attack like Militia. However, this is not true of some similar effects that work at the end of your turn, because they increase your handsize before you're hit by the Attacks and are therefore almost completely negated by such attacks.
Horse gainers (like Supplies work similar to duration draw because gaining a Horse is similar to a future on-card handsize increase.
Contents |
List of sources of duration draw
Cards that create more draw than they cost to set up
Enchantress, Caravan, Archive, Den of Sin, Haunted Woods, Highwayman, Warlord, Wharf, Hireling, Sinister Plot, Horse Traders (only Reaction)
Optional as duration draw (can have a different effect): Gear (can be used as direct draw or duration draw), Barge (can draw now or later), Stronghold (can generate instead of duration draw).
Varying amount of draw (in some cases these only transfer a card to a later turn or replace themselves): Monkey, Garrison, Crypt, Conjurer (generates surplus draw as soon at it is played on two or more consecutive turns), Tactician (in this case the card cost of setup varies)
End of turn draw
Expedition, Flag, Way of the Squirrel, The River's Gift (will sometimes only replace a card that gave you the Boon)
Cards that replace themselves and increase future handsize
Cobbler, Corsair, Haven, Cargo Ship, Ghost Town, Village Green, Save,
Effects that can transfer multiple cards to your next hand: Coastal Haven, Church
Only replace themselves except against discard attacks: Faithful Hound, Guide
Cards that can generate duration draw from normal draw and cantrips
The following cards can play Action cards at the start of your turn and thereby generate duration draw if they are used to play normal draw cards or cantrips: Prince, Ghost, Captain, Mastermind, Royal Galley, Contract, and Summon.