Non-terminal draw: Difference between revisions

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==Gallery==
==Gallery==
===Unconditional===
===Unconditional==={{startsort|1}}{{Image|Archive|cost=$5}}{{Image|Advisor|cost=$4}}{{Image|Alchemist|cost=$3P}}{{Image|Caravan|cost=$4}}{{Image|Den of Sin|link=Den of Sin|file=Den_of_Sin|cost=$5}}{{Image|Destrier|cost=$6*}}{{Image|Distant Shore|link=Distant Shore|file=Distant_Shore|cost=$6}}{{Image|Encampment|cost=$2}}{{Image|Experiment|cost=$3}}{{Image|Governor|cost=$5}}{{Image|Horse|cost=$3*}}{{Image|Laboratory|cost=$5}}{{Image|Lich|cost=$6}}{{Image|Lost City|link=Lost City|file=Lost_City|cost=$5}}{{Image|Madman|cost=$0*}}{{Image|Sibyl|cost=$6}}{{Image|Stables|cost=$5}}{{Image|Way of the Horse|link=Way of the Horse|file=Way_of_the_Horse|size=320|cost=$0}}{{endsort}}
{{Image|Archive|cost=$5}}{{Image|Advisor|cost=$4}}{{Image|Alchemist|cost=$3P}}{{Image|Caravan|cost=$4}}{{Image|Den of Sin|link=Den of Sin|file=Den_of_Sin|cost=$5}}{{Image|Destrier|cost=$6*}}{{Image|Distant Shore|link=Distant Shore|file=Distant_Shore|cost=$6}}{{Image|Encampment|cost=$2}}{{Image|Experiment|cost=$3}}{{Image|Governor|cost=$5}}{{Image|Horse|cost=$3*}}{{Image|Laboratory|cost=$5}}{{Image|Lich|cost=$6}}{{Image|Lost City|link=Lost City|file=Lost_City|cost=$5}}{{Image|Madman|cost=$0*}}{{Image|Sibyl|cost=$6}}{{Image|Stables|cost=$5}}{{Image|Way of the Horse|link=Way of the Horse|file=Way_of_the_Horse|size=320|cost=$0}}


===Conditional===
{{Image|Apprentice|cost=$5}}{{Image|Battle Plan|link=Battle Plan|file=Battle_Plan|cost=$3}}{{Image|Capital City|link=Capital City|file=Capital_City|cost=$5}}{{Image|City|cost=$5}}{{Image|City Quarter|link=City Quarter|file=City_Quarter|cost=$08D}}{{Image|Cursed Village|link=Cursed Village|file=Cursed_Village|cost=$5}}{{Image|Menagerie|cost=$3}}{{Image|Storyteller|cost=$5}}{{Image|Teacher|cost=$6*}}{{Image|Tide Pools|link=Tide Pools|file=Tide_Pools|cost=$4}}{{Image|Wishing Well|link=Wishing Well|file=Wishing_Well|cost=$3}}{{Image|Lost Arts|link=Lost Arts|file=Lost_Arts|size=320|cost=$6}}{{Image|Pathfinding|size=320|cost=$8}}


===Only specific cards===
===Conditional==={{startsort|2}}{{Image|Apprentice|cost=$5}}{{Image|Battle Plan|link=Battle Plan|file=Battle_Plan|cost=$3}}{{Image|Capital City|link=Capital City|file=Capital_City|cost=$5}}{{Image|City|cost=$5}}{{Image|City Quarter|link=City Quarter|file=City_Quarter|cost=$08D}}{{Image|Cursed Village|link=Cursed Village|file=Cursed_Village|cost=$5}}{{Image|Menagerie|cost=$3}}{{Image|Storyteller|cost=$5}}{{Image|Teacher|cost=$6*}}{{Image|Tide Pools|link=Tide Pools|file=Tide_Pools|cost=$4}}{{Image|Wishing Well|link=Wishing Well|file=Wishing_Well|cost=$3}}{{Image|Lost Arts|link=Lost Arts|file=Lost_Arts|size=320|cost=$6}}{{Image|Pathfinding|size=320|cost=$8}}{{endsort}}
{{Image|Apothecary|cost=$2P}}{{Image|Bustling Village|link=Bustling Village|file=Bustling_Village|cost=$5}}{{Image|Hunter|cost=$5}}{{Image|Hunting Party|link=Hunting Party|file=Hunting_Party|cost=$5}}{{Image|Magpie|cost=$4}}{{Image|Patrician|cost=$2}}{{Image|Scrying Pool|link=Scrying Pool|file=Scrying_Pool|cost=$2P}}{{Image|Sea Chart|link=Sea Chart|file=Sea_Chart|cost=$3}}{{Image|Seer|cost=$5}}{{Image|Settlers|cost=$2}}{{Image|Vagrant|cost=$2}}{{Image|Will-o'-Wisp|cost=$0*}}
 
 
===Only specific cards==={{startsort|3}}{{Image|Apothecary|cost=$2P}}{{Image|Bustling Village|link=Bustling Village|file=Bustling_Village|cost=$5}}{{Image|Hunter|cost=$5}}{{Image|Hunting Party|link=Hunting Party|file=Hunting_Party|cost=$5}}{{Image|Magpie|cost=$4}}{{Image|Patrician|cost=$2}}{{Image|Scrying Pool|link=Scrying Pool|file=Scrying_Pool|cost=$2P}}{{Image|Sea Chart|link=Sea Chart|file=Sea_Chart|cost=$3}}{{Image|Seer|cost=$5}}{{Image|Settlers|cost=$2}}{{Image|Vagrant|cost=$2}}{{Image|Will-o'-Wisp|cost=$0*}}{{endsort}}
 


{{Navbox card categories}}
{{Navbox card categories}}
[[Category:Terminality]]
[[Category:Terminality]]

Revision as of 05:57, 13 September 2024

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 Laboratory; 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.

List of non-terminal draw cards

These draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Cards in italics have been removed.

Conditional effects

These cards are restricted by only being able to increase handsize in certain circumstances; if the condition is not met, most will be simple cantrips, or even reduce handsize.

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.

Non-terminal duration draw

These non-terminal cards increase handsize on future turns, not immediately.

Unreliable non-terminal draw

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

  • Ironmonger can act as Lab variants depending on what card is on top of your deck.
  • Shanty Town acts as a Lab variant if you have no Action cards in hand, but otherwise decreases handsize.
  • Diplomat acts as a Lab variant if your handsize is small, but otherwise is terminal.
  • Native Village hides away cards, rather than drawing them, but can non-terminally add them to your hand.
  • Trusty Steed and Courser are difficult to gain and you can generally only get one copy of them, so they're hard to use as the basis of an engine.
  • Crossroads provides non-terminal draw the first time you play it on a turn, if there are multiple Victory cards in your hand.
  • Cultist is technically terminal, but will allow you to play additional Cultists after it.
  • 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.
  • Avanto allows you to play a cantrip Sauna if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
  • Sheepdog can provide draw without using up an Action if you gain a card while you have it in hand.
  • Goatherd provides non-terminal draw if your opponent trashed multiple cards on their last turn.
  • Emissary 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 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.
  • Fugitive and Ferryman are non-terminal sources of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
  • Forum is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
  • 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.

Gallery

===Unconditional===Sort by Name


===Conditional===Sort by Name


===Only specific cards===Sort by Name


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 cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn