Non-terminal draw

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(Specific-card drawers)
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[[Image:Laboratory.jpg|thumb|right|200px|[[Laboratory]], a non-terminal draw card.]]
 
[[Image:Laboratory.jpg|thumb|right|200px|[[Laboratory]], a non-terminal draw card.]]
  
Cards that can increase your handsize without depleting your number of available Actions are referred to as '''[[non-terminal]] draw''' cards. They make a welcome addition to almost any [[engine]] strategy, in which large handsizes allow you to find and line up your key engine components. Many of them are helpful in [[Big Money]] strategies as well, but to a lesser degree: the +Action is less important in a [[Treasure]]-heavy Big Money deck, and they typically provide smaller handsizes than [[terminal draw]] cards.
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Cards that can increase your handsize without depleting your number of available Actions are referred to as '''[[non-terminal]] draw''' cards. They make a welcome addition to almost any [[engine]] strategy, in which large handsizes allow you to find and line up your key engine components.  
  
 
The simplest [[vanilla]] non-terminal draw card is {{Card|Laboratory}}; cards that have similar effects are therefore sometimes referred to as '''Lab variants'''.
 
The simplest [[vanilla]] non-terminal draw card is {{Card|Laboratory}}; cards that have similar effects are therefore sometimes referred to as '''Lab variants'''.
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Non-terminal draw is closely related to [[duration draw]]: playing a duration-draw card on one turn provides an effect similar to playing a non-terminal draw card on your next turn.
 
Non-terminal draw is closely related to [[duration draw]]: playing a duration-draw card on one turn provides an effect similar to playing a non-terminal draw card on your next turn.
  
== Lab variants ==
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== List of non-terminal draw cards ==
 
These usually draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Some are restricted by only being able to increase handsize in certain circumstances—e.g., in the case of {{Card|Wishing Well}}, if you correctly guess what card is on top of your deck—and if the condition is not met they will be simple [[cantrip|cantrips]]. Cards in italics have been [[Removed cards|removed]].
 
These usually draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Some are restricted by only being able to increase handsize in certain circumstances—e.g., in the case of {{Card|Wishing Well}}, if you correctly guess what card is on top of your deck—and if the condition is not met they will be simple [[cantrip|cantrips]]. Cards in italics have been [[Removed cards|removed]].
  
 
* [[Dominion (base set)|Dominion]]: {{Card|Laboratory}}
 
* [[Dominion (base set)|Dominion]]: {{Card|Laboratory}}
* [[Intrigue]]: {{Card|Wishing Well}}
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* [[Seaside]]: {{card|Caravan}} (partially delayed, only a [[cantrip]] on the turn it is played)
 
* [[Alchemy]]: {{Card|Alchemist}}
 
* [[Alchemy]]: {{Card|Alchemist}}
* [[Seaside]]: {{card|Tide Pools}}
 
* [[Cornucopia]]: {{Card|Menagerie}}
 
 
* [[Hinterlands]]: {{Card|Stables}}
 
* [[Hinterlands]]: {{Card|Stables}}
 
* [[Dark Ages]]: {{Card|Madman}}
 
* [[Dark Ages]]: {{Card|Madman}}
 
* [[Guilds]]: {{Card|Advisor}}
 
* [[Guilds]]: {{Card|Advisor}}
* [[Adventures]]: {{Card|Lost City}}, {{Card|Storyteller}}
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* [[Adventures]]: {{Card|Lost City}}
* [[Empires]]: {{Card|Encampment}}
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* [[Empires]]: {{card|Archive}} (partially delayed, only a [[cantrip]] on the turn it is played),{{Card|Encampment}}
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* [[Nocturne]]: {{card|Den of Sin}} (delayed)
 
* [[Renaissance]]: {{Card|Experiment}}
 
* [[Renaissance]]: {{Card|Experiment}}
 
* [[Menagerie (expansion)|Menagerie]]: {{card|Destrier}}, {{card|Horse}}, {{way|Way of the Horse}}
 
* [[Menagerie (expansion)|Menagerie]]: {{card|Destrier}}, {{card|Horse}}, {{way|Way of the Horse}}
* [[Allies]]: {{card|Capital City}}, {{card|Distant Shore}}, {{card|Lich}}, {{card|Sibyl}}
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* [[Allies]]: {{card|Distant Shore}}, {{card|Lich}}, {{card|Sibyl}}
 
* [[Promos]]: {{Card|Governor}}
 
* [[Promos]]: {{Card|Governor}}
  
{{Card|City Quarter}} (from Empires) and {{Card|Cursed Village}} (from [[Nocturne]]) draw different numbers of cards depending on what's in your hand, and can often non-terminally increase your handsize.
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===Conditional effects===
 
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* [[Intrigue]]: {{Card|Wishing Well}} -- you need to guess the top card of your deck after drawing one card to draw another one.
{{card|Caravan}} (from [[Seaside]]), {{card|Archive}} (from Empires), and {{card|Den of Sin}} (from Nocturne) are [[Duration draw]] cards that are non-terminal when played and provide a net of 2 or more cards over two or more turns.
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* [[Seaside]]: {{card|Tide Pools}} -- Non-terminal draw on the card it is played but does not increase handsize overall unless it is played on the last turn of the game.
 
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* [[Alchemy]]: {{Card|Apprentice}} provides non-terminal draw if you trash a card costing {{Cost|3}} or more.
=== Fringe examples ===
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* [[Prosperity]]: {{Card|City}} -- Only if a [[supply]] pile is empty.
These cards are not usually considered Lab variants, but can play that role in some decks:
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* [[Cornucopia]]: {{Card|Menagerie}} -- Only if you have no duplicate cards in hand.
 
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* [[Adventures]]: {{Card|Storyteller}} -- You need to play suitable [[Treasure]]s to increase your handsize.
* ''{{Card|Tribute}}'' and {{Card|Ironmonger}} can act as Lab variants depending on what card is on top of your opponent's deck or your deck.
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* [[Adventures]]: {{Card|Teacher}}, {{Event|Lost Arts}}, {{Event|Pathfinding}} can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets.
* {{Card|Shanty Town}} acts as a Lab variant if you have no [[Action]] cards in hand, but otherwise decreases handsize.
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* [[Empires]]: {{Card|City Quarter}} -- Variable amount of draw. You need at least two other [[Action]] cards in hand to increase your handsize.
* {{card|Diplomat}} acts as a Lab variant if your handsize is small, but otherwise is [[terminal]].
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* [[Nocturne]]: {{Card|Cursed Village}} -- Variable amount of draw. Only increases handsize from a sufficiently small starting handsize.
* {{card|Secret Passage}} is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it.
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* [[Allies]]: {{card|Capital City}} -- You need to have generated {{Cost|2}} before.  
* {{Card|Native Village}} and {{Card|Crypt}} both hide away cards, rather than drawing them, but can non-terminally add them to your hand.
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* [[Allies]]: {{card|Battle Plan}} -- If you can reveal an [[Attack]] card from your hand.
* {{Card|Apprentice}} provides non-terminal draw if you trash a card costing {{Cost|3}} or more.
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* {{Card|City}} provides non-terminal draw if one or more [[supply]] piles are empty.
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* {{Card|Crossroads}} provides non-terminal draw the first time you play it on a turn, if there are multiple [[Victory card|Victory cards]] in your hand.
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* {{Card|Cultist}} is technically terminal, but will allow you to play additional Cultists after it.
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* {{Card|Fugitive}} is a non-terminal source of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
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* {{Event|Lost Arts}}, when used on a [[terminal draw]] pile, turns that card into non-terminal draw.
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* {{Event|Pathfinding}}, when used on a [[cantrip]] pile, turns that card into non-terminal draw.
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* {{Card|Settlers}} and {{Card|Bustling Village}} provide non-terminal draw if the right cards are in your discard pile.
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* {{Card|Forum}} is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
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* {{Card|Imp}} allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is.
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* {{Card|Avanto}} allows you to play a cantrip {{Card|Sauna}} if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
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* {{card|Recruiter}} gives you [[Villagers]] if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize.
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* {{card|Sheepdog}} can provide draw without using up an Action if you gain a card while you have it in hand.
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* {{card|Goatherd}} provides non-terminal draw if your opponent trashed multiple cards on their last turn.
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* {{card|Emissary}} is only non-terminal if it makes you [[shuffle]] while drawing.
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=== Specific-card drawers ===
 
=== Specific-card drawers ===
These non-terminal cards only draw cards of a specific [[type]] or other category, and increase handsize if they find such cards.
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A subset of conditional non-terminal draw. These non-terminal cards only draw cards of a specific [[type]] or other category, and increase handsize if they find such cards.
  
 
* ''{{Card|Scout}}'' draws Victory cards.
 
* ''{{Card|Scout}}'' draws Victory cards.
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* {{Card|Seer}} draws cards costing from {{Cost|2}} to {{Cost|4}}.
 
* {{Card|Seer}} draws cards costing from {{Cost|2}} to {{Cost|4}}.
 
* {{card|Hunter}} draws cards of ''different'' types.
 
* {{card|Hunter}} draws cards of ''different'' types.
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=== Unreliable non-terminal draw ===
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These cards are not usually considered Lab variants, but can play that role in some decks:
 +
 +
* {{Card|Ironmonger}} can act as Lab variants depending on what card is on top of your deck.
 +
* {{Card|Shanty Town}} acts as a Lab variant if you have no [[Action]] cards in hand, but otherwise decreases handsize.
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* {{card|Diplomat}} acts as a Lab variant if your handsize is small, but otherwise is [[terminal]].
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* {{Card|Native Village}} and {{Card|Crypt}} both hide away cards, rather than drawing them, but can non-terminally add them to your hand.
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* {{Card|Crossroads}} provides non-terminal draw the first time you play it on a turn, if there are multiple [[Victory card|Victory cards]] in your hand.
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* {{Card|Cultist}} is technically terminal, but will allow you to play additional Cultists after it.
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* {{Card|Imp}} allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is.
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* {{Card|Avanto}} allows you to play a cantrip {{Card|Sauna}} if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
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* {{card|Sheepdog}} can provide draw without using up an Action if you gain a card while you have it in hand.
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* {{card|Goatherd}} provides non-terminal draw if your opponent trashed multiple cards on their last turn.
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* {{card|Emissary}} is only non-terminal if it makes you [[shuffle]] while drawing.
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=== Related cards ===
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These cards draw multiple cards but overall only maintain handsize rather than increasing it.
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 +
* {{card|Secret Passage}} is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it.
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* {{Card|Fugitive}} is a non-terminal source of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
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* {{Card|Forum}} is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
 +
* {{card|Recruiter}} gives you [[Villagers]] if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize.
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{{Navbox card categories}}
 
{{Navbox card categories}}
 
[[Category:Terminality]]
 
[[Category:Terminality]]

Revision as of 10:51, 8 July 2022

Laboratory, a non-terminal draw card.

Cards that can increase your handsize without depleting your number of available Actions are referred to as non-terminal draw cards. They make a welcome addition to almost any engine strategy, in which large handsizes allow you to find and line up your key engine components.

The simplest vanilla non-terminal draw card is LaboratoryLaboratory.jpg; cards that have similar effects are therefore sometimes referred to as Lab variants.

Non-terminal draw is closely related to duration draw: playing a duration-draw card on one turn provides an effect similar to playing a non-terminal draw card on your next turn.

Contents

List of non-terminal draw cards

These usually draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Some are restricted by only being able to increase handsize in certain circumstances—e.g., in the case of Wishing WellWishing Well.jpg, if you correctly guess what card is on top of your deck—and if the condition is not met they will be simple cantrips. Cards in italics have been removed.

Conditional effects

Specific-card drawers

A subset of conditional non-terminal draw. These non-terminal cards only draw cards of a specific type or other category, and increase handsize if they find such cards.

Unreliable non-terminal draw

These cards are not usually considered Lab variants, but can play that role in some decks:

  • IronmongerIronmonger.jpg can act as Lab variants depending on what card is on top of your deck.
  • Shanty TownShanty Town.jpg acts as a Lab variant if you have no Action cards in hand, but otherwise decreases handsize.
  • DiplomatDiplomat.jpg acts as a Lab variant if your handsize is small, but otherwise is terminal.
  • Native VillageNative Village.jpg and CryptCrypt.jpg both hide away cards, rather than drawing them, but can non-terminally add them to your hand.
  • CrossroadsCrossroads.jpg provides non-terminal draw the first time you play it on a turn, if there are multiple Victory cards in your hand.
  • CultistCultist.jpg is technically terminal, but will allow you to play additional Cultists after it.
  • ImpImp.jpg allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is.
  • AvantoAvanto.jpg allows you to play a cantrip SaunaSauna.jpg if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
  • SheepdogSheepdog.jpg can provide draw without using up an Action if you gain a card while you have it in hand.
  • GoatherdGoatherd.jpg provides non-terminal draw if your opponent trashed multiple cards on their last turn.
  • EmissaryEmissary.jpg is only non-terminal if it makes you shuffle while drawing.

Related cards

These cards draw multiple cards but overall only maintain handsize rather than increasing it.

  • Secret PassageSecret Passage.jpg is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it.
  • FugitiveFugitive.jpg is a non-terminal source of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
  • ForumForum.jpg is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
  • RecruiterRecruiter.jpg gives you Villagers if you trash a card with a non-zero coin cost, allowing you to recover the Action you used to play it if you want to. However, since trashing is mandatory, this doesn't actually increase handsize.



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