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}}— gives a Curse when they reveal a card not costing {{cost|3}} or more.  
* [[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

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:

  • 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 $3 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 $4, 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:

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:

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 cardsDraw-to-xDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn