Curser: Difference between revisions
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* [[Cornucopia]]: {{Card|Jester}}—gives a Curse when they reveal a [[Victory]] card. | * [[Cornucopia]]: {{Card|Jester}}—gives a Curse when they reveal a [[Victory]] card. | ||
* [[Adventures]]: {{Card|Giant}}—gives a Curse when they reveal a card not costing between {{cost|3}} and {{cost|6}}. | * [[Adventures]]: {{Card|Giant}}—gives a Curse when they reveal a card not costing between {{cost|3}} and {{cost|6}}. | ||
* [[Allies]]: {{card|Barbarian}} | * [[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:''' | '''Cards that require a specific condition from the user:''' |
Revision as of 15:56, 12 July 2022
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 , 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 . Most cursers are Action–Attack 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:
- Dominion: Witch
- Seaside: Sea Hag, Sea Witch
- Alchemy: Familiar
- Prosperity: Charlatan, Mountebank
- Cornucopia: Young Witch
- Hinterlands: Ill-Gotten Gains
- Guilds: Soothsayer
- Renaissance: Old Witch
- Menagerie: Coven
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:
- Intrigue: Swindler—may give a Curse when they reveal a card costing , often a Copper.
- Cornucopia: Jester—gives a Curse when they reveal a Victory card.
- Adventures: Giant—gives a Curse when they reveal a card not costing between and .
- Allies: Barbarian—gives a Curse when they reveal a card not costing or more.
Cards that require a specific condition from the user:
- Intrigue: Replace—it only distributes Curses if you gain a Victory card
- Cornucopia: Followers—as this is a Prize, there is only a single copy which is rather difficult to gain.
- Hinterlands: Cauldron—only distributes a Curse when you gain your third Action card of the turn
- Hinterlands: Witch's Hut—only distributes a Curse if you discard two Action cards
- Empires: Catapult — distributes a Curse if you are willing to trash a card costing or more
- Nocturne: Idol — distributes a Curse only if you player have an even number of Idols in play
- Allies: Sorceress—distributes a Curse only if you can guess what card is on top of your deck
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
- 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 , which can be a Curse but it has other applications as well and affects the user like their opponents.
Some effects use gaining Curses as a drawback or penalty to the user:
- Nocturne: Cursed Gold
- Empires: Ritual
- Renaissance: Hideout—gives you a Curse if you trash a Victory card
- Menagerie: Desperation
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
Secondary Cursers
Removed cards
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.
It can be argued that the main curser from most expansions (with the exception of Guilds) closely represents the expansion's theme:
- Dominion: Witch has only a minor "vanilla" effect other than cursing; the base game's theme is cards with simple effects.
- Intrigue: Torturer gives the opponent a choice about whether to be cursed; Intrigue's theme is cards with a choice of effects.
- Seaside: Sea Witch is a Duration attack; Seaside's main theme is Duration cards.
- Alchemy: Familiar is non-terminal and has in its cost; Alchemy's theme is Potions and action chaining.
- Prosperity: Mountebank distributes Copper in addition to Curses; one of Prosperity's themes is Treasures.
- Prosperity: When playing with Charlatan, Curses are also Coppers; one of Prosperity's themes is Treasures.
- Cornucopia: Young Witch increases the number of differently-named cards in the Kingdom; Cornucopia's theme is variety.
- Hinterlands: Ill-Gotten Gains distributes Curses when it is gained, not when it is played; Hinterlands's theme is cards with on-gain effects.
- Adventures: Giant uses the Journey token, and Swamp Hag is a duration; Adventures expands on Duration cards and uses miscellaneous tokens.
- Empires: Catapult is part of a split pile; split piles are one of the themes in Empires.
- Nocturne: Idol can give you Boons, and Plague is a Hex, which are new mechanics in Nocturne.
- Renaissance: 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.
- Menagerie: Coven and Black Cat match two of Menagerie's themes: Exiling and Reactions, respectively.
- Allies: Sorcerer and Sorceress are part of split piles, and Circle of Witches is an Ally; those are the Allies expansion's main structural themes.
See Also