Caravan: Difference between revisions
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Revision as of 03:43, 15 December 2013
Caravan | |
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Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Seaside |
Illustrator(s) | Marcel-André Casasola Merkle |
Card text | |
+1 Card +1 Action At the start of your next turn, +1 Card. |
Caravan is an Action-Duration card from Seaside. On the turn it is played, Caravan is just a cantrip, giving +1 Card/+1 Action; however, since it gives +1 Card at the start of the next turn, playing Caravan this turn is equivalent to playing a Laboratory on the next turn!
FAQ
Official FAQ
- Draw a card at the start of your next turn (not before);
- Caravan itself is discarded during the Clean-up phase of that subsequent turn.
Other Rules clarifications
Strategy Article
There isn't a strategy article for Caravan!
Caravan is one of the cheapest cards that can be used to reach large handsizes. It can be thought of as a next-turn Laboratory. As a cantrip, it is readily spammable, allowing you to buy as many as possible. It is a card that benefits most decks and almost never hurts your deck. The fact that Caravan's draw is delayed by a turn makes it slightly weaker, but a larger downside is that, because it stays in play an additional turn, it is more likely than Laboratory to miss reshuffles. This can make it markedly weaker than Laboratory in certain situations.
Its low cost, however, makes it much easier to obtain, both by purchases, and through gaining cards. It is one of the more attractive cards to gain with Talisman, Workshop, or Ironworks, and its presence on the board makes these gainers more valuable.
Synergies/Combos
Antisynergies
- Cards that draw up to a specific hand size, i.e. Library, Watchtower, Jack of all Trades.
Trivia
Secret History