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[[Image:Harbinger.jpg|thumb|right|200px|[[Harbinger]], a cantrip card.]]


'''Cantrip''' is the common colloquial term for any Dominion [[Action]] card which offers +1 Action and +1 Card. It is essentially self-replacing (not taking up space in your hand or taking up an action) and will usually offer some side benefit, such as the [[topdeck]]ing effect {{Card|Harbinger}} offers or the additional [[Favor]] of {{Card|Underling}}.
In the narrowest definition, a cantrip offers exactly +1 Card and +1 Action, and no extra amount of +Card, +Actions, or +{{Cost}}. In a broader sense, the term cantrips encompasses all those cards that also fall into another category, such as [[non-terminal draw]] (if the card draws more than one card), [[village (card category)|village]] (if it provides more than +1 Action), or [[Peddler variant]] (if it also offers +{{Cost}}).
== Strategy ==
In most cases, cantrips are seen as cards that cannot harm the deck, since you receive a benefit by playing them and doing so does not prevent or delay you from drawing other cards in your deck.  There are a few exceptions.
Discard attacks like {{Card|Militia}} or {{Card|Margrave}} which require the player to make a choice of which cards to discard are more powerful against hands containing a few cantrips.  This is because the player discarding does not know which cards are going to be drawn by the cantrips, so the chance of making a sub-optimal choice is greater.
Similarly, although cantrips don't "take up space" in your deck on your turn since you can draw right past them, there may be cards you want to have in your hand ''between'' turns—[[Reaction|Reactions]] to protect you from an opponent's [[Attack]], {{Card|Province}} to block an opponent's {{Card|Tournament}}, etc. Filling your deck with cantrips will make it less likely that you have in hand the card you need when it's ''not'' your turn. (Cards other than cantrips have this property as well, of course; but it's easier to lose sight of the fact with cantrips since they don't have this property ''on'' your turn.)
Like any other Action card, a cantrip can be drawn [[dead]]—i.e., drawn by a [[terminal]] Action card without sufficient +Actions to be able to play the cantrip after you draw it—and thus can harm a [[Big Money]] deck that depends on [[terminal draw]] without [[villages]].
Cantrips may also be less useful with draw-up-to-X cards like {{Card|Library}}, {{Card|Watchtower}}, and {{Card|Jack of All Trades}}.  Although cantrips do not outright harm the deck in these cases, they under-perform other cards which do not draw cards (and which typically offer more benefits in compensation for the lack of draw).
== List of cantrip cards ==
Any [[Village (card category)|village]] that draws a card, [[non-terminal draw]], and [[Peddler variant]] can be considered a cantrip but are not listed here. See their respective pages for lists of those cards. Cards in ''italics'' have been [[removed]].
=== Simple cantrips ===
* {{Set|Dominion}}: {{card|Harbinger}}, {{card|Sentry}}, ''{{Card|Spy}}''
* {{Set|Intrigue}}: ''{{Card|Great Hall}}'', {{card|Mill}}, {{Card|Pawn}}
* {{Set|Seaside}}: ''{{Card|Pearl Diver}}''
* {{Set|Alchemy}}: {{Card|Familiar}}
* {{Set|Cornucopia & Guilds}}: {{Card|Farrier}}, {{Card|Shop}}
* {{Set|Hinterlands}}: {{Card|Highway}}, {{Card|Scheme}}, {{card|Trail}}, {{card|Wheelwright}}
* {{Set|Dark Ages}}: {{Card|Cartographer}}, {{Card|Market Square}}, {{Card|Sir Bailey}}, {{Card|Urchin}}
* {{Set|Adventures}}: {{Card|Guide}}, {{Card|Page}}, {{Card|Ratcatcher}}
* {{Set|Empires}}: {{Card|Groundskeeper}}, {{Card|Settlers}}
* {{Set|Nocturne}}: {{Card|Pixie}}, {{Card|Zombie Spy}}
* {{Set|Menagerie}}: {{Card|Sanctuary}}
* {{Set|Allies}}: {{card|Blacksmith}}, {{Card|Hill Fort}}, {{Card|Innkeeper}}, {{Card|Old Map}}, {{Card|Sorcerer}}, {{Card|Sorceress}}, {{Card|Swap}}, {{Card|Town Crier}}, {{Card|Underling}}
* {{Set|Rising Sun}}: {{card|Alley}}. {{card|Daimyo}}, {{card|Gold Mine}}, {{card|Snake Witch}}
=== Cantrips this turn ===
These cards are non-terminal draw, village, or Peddler variants but play over multiple turns and only act as cantrips on the turn they are played.
* {{Card|Cabin Boy}}
* {{Card|Caravan}}
* {{Card|Caravan Guard}}
* {{Card|Secret Cave}}
=== Conditionally non-terminal draw, village, or peddler variant ===
These cards can act as non-terminal draw, as a village, or as a Peddler variant under specific circumstances, but act as a simple cantrip otherwise.
* {{Set|Dominion}}: {{Card|Merchant}}
* {{Set|Intrigue}}: {{Card|Wishing Well}}
* {{Set|Seaside}}: {{Card|Sea Chart}}
* {{Set|Alchemy}}: {{Card|Apothecary}}
* {{Set|Cornucopia & Guilds}}: {{Card|Hamlet}}, {{Card|Herald}}, {{Card|Menagerie}}
* {{Set|Dark Ages}}: {{Card|Ironmonger}}, {{Card|Vagrant}}
* {{Set|Adventures}}: {{Card|Magpie}}, {{Card|Storyteller}}
* {{Set|Empires}}: {{Card|Patrician}}
* {{Set|Nocturne}}: {{Card|Will-o'-Wisp}}
* {{Set|Renaissance}}: {{Card|Seer}}
* {{Set|Allies}}: {{Card|Battle Plan}}
* {{Set|Rising Sun}}: {{Card|Poet}}
* {{Set|Promos}}: {{Card|Sauna}}
=== Handsize-decreasing cantrips ===
These cards provide +1 Card, +1 Action, but mandatorily decrease handsize by trashing, discarding, or setting aside a card from the hand.
* {{Card|Alley}} — when played from hand.
* {{Card|Haven}}
* {{Card|Modify}} — can be a cantrip depending on player choice.
* {{Card|Rats}} — handsize is not decreased if the player has only Rats in hand.
* {{Card|Upgrade}}
=== Sifting cantrips ===
These cards give +1 Action and put a card into your hand, but offer some [[sifting]] rather than just drawing the top card of your deck.
* {{card|Scrying Pool}}
* {{card|Sage}}
* {{card|Archive}}
* {{card|Border Guard}}
* {{card|Miller}}
=== Making other cards become cantrips ===
* {{Card|Enchantress}} causes the first [[Action]] each other player plays on their turn to ''become'' a cantrip.
* {{Prophecy|Enlightenment}} allows all [[Treasure]] cards to be cantrips.
* {{Way|Way of the Pig}} allows any [[Action]] card to be played as a cantrip.
=== Fringe cases ===
* {{Card|Ironworks}} becomes a cantrip if it is used to gain an Action–[[Victory]] card
* {{card|Groom}} becomes a cantrip if it gains any Victory card.
* {{Card|Spice Merchant}} is a [[trasher|Copper trasher]] with a net effect resembling a cantrip: ''after'' you trash a [[card|Copper]] from your hand, it can give you +''2'' Cards and +1 Action, leaving you with the same handsize and action count you had before you played it.
* {{Card|Ferryman}}, {{Card|Forum}}, {{Card|Fugitive}}, and {{Card|Secret Passage}} draw more than 1 card, but maintain handsize. The same also applies to {{Card|Tide Pools}} if its entire effect over both turns is considered.
* {{Card|Raze}} maintains handsize if it trashes itself. Otherwise, if trashing a card costing more than {{Cost|0}}, it becomes a handsize-decreasing cantrip.
* {{Card|Apprentice}}, {{Card|Artist}}, and {{Card|Goatherd}} give +1 Action and draw a varying number of cards which could result in them being played as cantrips.
* {{card|Scrap}} can give +1 Card and +1 Action if it trashes a card costing {{cost|2}} or more.
* {{card|Royal Galley}} draws and doesn't give +Action, but does itself play an Action from your hand.
* {{Card|Wish}} gains a card to your hand instead of drawing which also maintains handsize.
* {{Card|Recruiter}} and {{Card|Sculptor}} can also maintain handsize and act as a cantrips if immediately spending the gained [[Villager]].
* {{Card|Teacher}}, {{Event|Lost Arts}}, and {{Event|Pathfinding}} can use the +1 Action and +1 Card tokens to make [[terminal draw]] or [[Village (card category)|village]] cards into cantrips.
* All [[non-terminal draw]] cards will play as cantrips if the player only has a single card left to draw from the deck and discard.
==Gallery==
===Simple cantrips===
{{startsort|1}}{{Image|Alley|cost=$4}}{{Image|Blacksmith|cost=$3}}{{Image|Border Guard|link=Border Guard|file=Border_Guard|cost=$2}}{{Image|Cartographer|cost=$5}}{{Image|Familiar|cost=$3P}}{{Image|Groundskeeper|cost=$5}}{{Image|Guide|cost=$3}}{{Image|Harbinger|cost=$3}}{{Image|Highway|cost=$5}}{{Image|Hill Fort|link=Hill Fort|file=Hill_Fort|cost=$5}}{{Image|Innkeeper|cost=$4}}{{Image|Market Square|link=Market Square|file=Market_Square|cost=$3}}{{Image|Mill|cost=$4}}{{Image|Miller|cost=$4}}{{Image|Old Map|link=Old Map|file=Old_Map|cost=$3}}{{Image|Page|cost=$2}}{{Image|Pawn|cost=$2}}{{Image|Pixie|cost=$2}}{{Image|Ratcatcher|cost=$2}}{{Image|Sage|cost=$3}}{{Image|Sanctuary|cost=$5}}{{Image|Scheme|cost=$3}}{{Image|Sentry|cost=$5}}{{Image|Settlers|cost=$2}}{{Image|Shop|cost=$3}}{{Image|Sir Bailey|link=Sir Bailey|file=Sir_Bailey|cost=$5}}{{Image|Sorcerer|cost=$5}}{{Image|Sorceress|cost=$5}}{{Image|Swap|cost=$5}}{{Image|Town Crier|link=Town Crier|file=Town_Crier|cost=$2}}{{Image|Trail|cost=$4}}{{Image|Underling|cost=$3}}{{Image|Urchin|cost=$3}}{{Image|Wheelwright|cost=$5}}{{Image|Zombie Spy|link=Zombie Spy|file=Zombie_Spy|cost=$3}}{{endsort}}
===Durations that are cantrip this turn===
{{startsort|2}}{{Image|Archive|cost=$5}}{{Image|Cabin Boy|link=Cabin Boy|file=Cabin_Boy|cost=$4}}{{Image|Caravan|cost=$4}}{{Image|Caravan Guard|link=Caravan Guard|file=Caravan_Guard|cost=$3}}{{Image|Secret Cave|link=Secret Cave|file=Secret_Cave|cost=$3}}{{endsort}}
===Can act as village, non-terminal draw, or peddler sometimes===
{{startsort|3}}{{Image|Apothecary|cost=$2P}}{{Image|Battle Plan|link=Battle Plan|file=Battle_Plan|cost=$3}}{{Image|Hamlet|cost=$2}}{{Image|Herald|cost=$4+}}{{Image|Ironmonger|cost=$4}}{{Image|Magpie|cost=$4}}{{Image|Menagerie|cost=$3}}{{Image|Merchant|cost=$3}}{{Image|Patrician|cost=$2}}{{Image|Sauna|cost=$4}}{{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|Storyteller|cost=$5}}{{Image|Vagrant|cost=$2}}{{Image|Will-o'-Wisp|cost=$0*}}{{Image|Wishing Well|link=Wishing Well|file=Wishing_Well|cost=$3}}{{endsort}}
===Handsize decreasing cantrips===
{{startsort|4}}{{Image|Alley|cost=$4}}{{Image|Haven|cost=$2}}{{Image|Modify|cost=$5}}{{Image|Rats|cost=$4}}{{Image|Scrap|cost=$3}}{{Image|Upgrade|cost=$5}}{{endsort}}
=== Making other cards play as cantrips ===
{{Image|Enchantress|cost=$3}}
{{Image|Enlightenment|size=320|cost=$0}}
{{Image|Way of the Pig|link=Way of the Pig|file=Way_of_the_Pig|size=320|cost=$0}}
===Removed===
{{Image|Great Hall|link=Great Hall|file=Great_Hall|cost=$3}}{{Image|Pearl Diver|link=Pearl Diver|file=Pearl_Diver|cost=$2}}{{Image|Spy|cost=$4}}
==Trivia==
The name "cantrip" is a [http://mtgsalvation.gamepedia.com/Cantrip slang term] from the [http://en.wikipedia.org/wiki/Magic:_The_Gathering Magic: The Gathering] card game, where it describes a spell that draws a replacement spell on casting. Magic borrowed the term from [http://en.wikipedia.org/wiki/Dungeons_and_Dragons Dungeons and Dragons], which ultimately derived it from the misty depths of Scottish etymology.
Some players refer to Cantrips as 'invisible' cards, based on them replacing themselves into your hand with no net negatives.
Donald X has referred to Cantrips as 'free' cards. [http://forum.dominionstrategy.com/index.php?topic=5130.msg129792#msg129792]
{{Navbox card categories}}
[[Category:Terminality]]

Revision as of 11:18, 13 September 2024