Sewers
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Sewers | |
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Info | |
Cost | |
Type | Project |
Set | Renaissance |
Illustrator(s) | Matthias Catrein |
Project text | |
When you trash a card other than with this, you may trash a card from your hand. |
Sewers is a Project from Renaissance. It gives you the option of trashing an additional card when trashing a card with something other than Sewers. This applies any time you trash a card, including on others players' turns as a result of their Attacks. The additional card is trashed from your hand, regardless of where the original card was trashed. If you trash multiple cards at once, such as with Chapel, Sewers lets you trash an additional card for each card trashed.
FAQ
Official FAQ
- This works however you trash the card.
- For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue).
- The card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.
Other rules clarifications
- When you trash multiple cards (with e.g. Steward), you trash them all at once, and then resolve any when-trashed abilities (which includes Sewers).
- Just like Monastery, cards are trashed one at a time with Sewers. This matters if trashing one card (e.g., Overgrown Estate) causes you to draw another card; such cards drawn in the middle of trashing can be trashed by Sewers.
Strategy
Sewers works best with inefficient or conditional trashing. In a game with bulk trashing like Chapel or Donate, or rapid cycling like Junk Dealer, your deck should thin quickly enough that trashing an extra card is rarely worthwhile. Added to this is the difficulty of when to buy - like Cathedral, you want Sewers early enough to see a large benefit, but picking it up distracts from getting the trashing cards which make it work. Instead, Sewers shines in games where "trash a card" occurs regularly, but you don't expect your deck to rapidly thin. There are three broad cases for this.
First, inefficient or restricted trashing. Trashing 10 cards with Ratcatcher requires a great many shuffles, Jack of All Trades can't trash treasures, and Counterfeit can't trash anything else. All of those cards are worth using, but Sewers makes them into efficient, flexible trashers at a very low price. Rebuild is also exceptional here, since Sewers will thin out your deck for more replays without distracting from your main focus. Another interesting case is The Flame's Gift as your only trashing; this generally plays like a no-trashing set, and Sewers isn't enough to change that. But if you can get it from Druid, or get a steady stream of boons (e.g. from Fool), this can be a worthwhile investment to help improve a slog.
Second, trash-for-benefit, especially forced benefit. A great many one-card trashers are wasted on at least part of your starting deck: Catapult on Estates, Apprentice, Scrap, Salvager and countless others on Copper. In all of those cases, the card can now do what it's best at, while Sewer cleans out incidental copper and other junk. More dramatically, card-gaining trashers like Remodel and especially Transmogrify aren't viable ways to clean out your starting Coppers, so Sewer grants those sets a source of "real" trashing. Fittingly, Rats is excellent with Sewers, rapidly trashing your deck while giving easy access to the bonus from trashing rats.
Third, trashing attacks. This is probably the rarest case, but a set with Swindler or the Knights and no other trashing will quickly turn into a slog. Sewers lets you offset each inflicted trash with one of your own, keeping a relatively stable deck.
Versions
English versions
Digital | Text | Release | Date | |
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When you trash a card other than with this, you may trash a card from your hand. | Renaissance | November 2018 |
Other language versions
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