Margrave
Margrave | |
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Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Joshua Stewart |
Card text | |
+3 Card +1 Buy Each other player draws a card, then discards down to 3 cards in hand. |
Margrave is an Action–Attack from Hinterlands. Margrave's attack generally hurts your opponents less than other discard attacks, and subsequent plays actually help them. However, +3 Cards and +Buy are very nice benefits for both Big Money and engines when played in moderation.
Contents |
FAQ
Official FAQ
- Drawing a card is not optional for the other players.
- A player who only has 3 cards or fewer after drawing does not discard.
Other Rules clarifications
Strategy Article
Margrave is a great card for Big Money decks. It combines the general speed of Smithy's card draw, the attack of Militia (almost), oh and it throws in a +buy just in case you need it. It's generally OK to over-invest in Margrave a little bit, especially if your opponent also buys them. You could certainly buy 3, maybe 4, where you'd only want 1 to 2 Smithies, as hitting with the attack becomes a bit more important than the chance of terminal collision.
In engines, Margrave is a trickier beast. Generally the first Margrave will hurt the opponent, but repeated plays of the card can only help, especially if only 3 cards are needed to really kick off an engine. If Margrave is the only card draw, then you likely just have to realize the attack won't do much. But if you can find card draw elsewhere, adding just one or two Margraves for the buy and attack is likely the best move.
Synergies/Combos
- Big Money
- Opponents' Alchemists
- Masquerade
Antisynergies
Alternate versions
Digital version for Dominion Online
Trivia
In other languages
- Czech: Markrabě
- Dutch: Markgraaf
- Finnish: Markiisi (lit. marquess)
- French: Margrave
- German: Markgraf
- Italian: Margravio
- Japanese: 辺境伯 (pron. henkyō haku, lit. border chief)
- Russian: Маркграф (pron. markgraf)
- Spanish: Margrave
Secret History