Non-terminal draw: Difference between revisions
Wikiwikiwiki (talk | contribs) No edit summary |
Wikiwikiwiki (talk | contribs) No edit summary |
||
Line 94: | Line 94: | ||
==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}} | |||
===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
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.
- Dominion: Laboratory
- Seaside: Tide Pools
- Alchemy: Alchemist
- Dark Ages: Madman
- Guilds: Advisor
- Adventures: Lost City
- Empires: Encampment
- Renaissance: Experiment
- Menagerie: Destrier, Horse, Way of the Horse
- Allies: Distant Shore, Lich, Sibyl
- Plunder: Landing Party
- Rising Sun: Litter, Root Cellar
- Promos: Governor
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.
- Intrigue: Wishing Well -- you need to guess the top card of your deck after drawing one card to draw another one.
- Alchemy: Apprentice provides net non-terminal draw if you trash a card costing or more.
- Prosperity: City -- Only if a supply pile is empty.
- Cornucopia: Menagerie -- Only if you have no duplicate cards in hand.
- Hinterlands: Stables -- If you can discard a Treasure from your hand.
- Adventures: Storyteller -- You need to have to spend to increase your handsize.
- Adventures: Teacher, Lost Arts, Pathfinding can all upgrade Action cards to draw extra cards or generate extra Actions, generating non-terminal draw from suitable targets.
- Empires: City Quarter -- Variable amount of draw. You need at least two other Action cards in hand to increase your handsize.
- Nocturne: Cursed Village -- Variable amount of draw. Only increases handsize from a sufficiently small starting handsize.
- Allies: Capital City -- You need to have generated before.
- Allies: Battle Plan -- If you can reveal an Attack card from your hand.
- Plunder: Swamp Shacks -- If you have six or more cards in play.
- Plunder: Shy -- only works at the beginning of your turn, and only once per turn.
- Rising Sun: Artist -- if you have two or more unique cards in play..
- Rising Sun: Rice Broker gives net non-terminal draw if you trash an Action card.
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.
- Scout draws Victory cards.
- Sea Chart draws a card you already have in play.
- Apothecary draws Coppers and Potions.
- Scrying Pool draws Actions.
- Hunting Party digs for a card not already in your hand.
- Vagrant draws certain junk cards.
- Magpie draws Treasures.
- Settlers draws Coppers from your discard pile.
- Bustling Village draws Settlers from your discard pile.
- Patrician draws cards costing or more.
- Will-o'-Wisp draws cards costing or less.
- Seer draws cards costing from to .
- Hunter draws cards of different types.
- Poet draws cards costing or less.
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
===Only specific cards===Sort by Name