Scavenger

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Scavenger

Scavenger
Info
Cost $
Type(s) Action
Kingdom card? Yes
Set Dark Ages
Illustrator(s) Franz Vohwinkel
Card text
+$2
You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.

Scavenger is an Action card from Dark Ages. It is a terminal Silver which lets you put your deck in your Discard pile, like Chancellor. However, unlike Chancellor, it lets you fish out the best card from your discard pile and make it your new deck - this turns it into a viable card on many more boards.

FAQ

Official FAQ

  • Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile.
  • Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands).
  • If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.

Other Rules clarifications

Strategy Article

Original article by sffc

Scavenger is a card whose power may not be obvious at first glance. It looks a whole lot like the card Chancellor always wanted to be, similar to how Noble Brigand is like the card Thief always wanted to be. So, what makes Scavenger worth having its own article?

Scavenger’s power arises from the fact that it lets you search essentially your entire deck, finding exactly the card that you want, and topdecking it. This is actually pretty awesome. If Scheme is the card that lets you save an Action that you played this turn, Herbalist is the card that lets you save a Treasure that you played this turn, and Haven is the card that lets you save something that you could have played but didn’t, Scavenger is the card that lets you save something that you never even saw this turn. Better yet, unlike Scheme and Herbalist, it works on non-actions as well as actions.

Early in the game, you can Scavenge cursing attacks like Sea Hag and Witch to win the curse split. Later in the game, you can Scavenge your Platinum, Goons, or other power card, depending just on the frequency that you draw a Scavenger.

Scavenger also helps put together unrelated combos. For instance, consider Tournament. If your only Province is in your discard pile and you know you have Tournaments coming up soon, Scavenge it to the top of your deck. If you have +Actions, you can even Scavenge a Province that you revealed this turn in order to gain multiple Prizes at once. If you have lots of Scavengers and even more +Actions, you can topdeck more complicated combos together. For example, play a Village followed by two Scavengers, topdecking your Talisman and your Quarry. In an engine, Scavenger increases reliability by being able to topdeck key components for next turn.

In a similar manner, Scavenger rewards you for diligent deck tracking. Yeah, you can just dump your whole deck into the discard and pull out the power card, but if you are already going to play it next turn (or at worst the turn after), you may get more by just top decking from the cards already in the discard. On the flip side, some cards like Altar can be so powerful that it is worth it to dump the deck every time they aren’t in hand in order to play them ASAP.

However, Scavenger really shines when it is part of its own combo. Below, I point out a few of the most notable.

Combo: Scavenger and Stash

Requirements: 2 Scavengers, 3 Stashes

This is one of the first combos that was documented in Dark Ages. It is pretty straightforward: every turn, play Scavenger, put your deck into your discard pile, and topdeck your other Scavenger. During cleanup phase, you draw the second Scavenger, and when you reshuffle, put all three Stashes on top. In the absence of handsize-reduction attacks, you are now guaranteed a Province every turn.

Some players might be more comfortable with having 4 Stashes instead of 3 to guard against the possibility of drawing both of your Scavengers in the same hand. However, the probability of this happening before you buy your fourth or fifth Province is quite low, and if it does happen, the combo is quick to get going again.

Works With: Cursing attacks, Looters

Conflicts With: All handsize-reduction attacks, Minion, Pillage

Combo: Scavenger and King's Court

Okay, what card besides Counting House doesn’t combo with King's Court? I am pointing out this combo because it is extremely resilient, and it guarantees a Province or Colony every single turn.

Requirements: 2 Scavengers, 2 King's Courts, 2 Silvers (or 2 Platinums for Colony games)

Here’s how it works. Draw King's Court, Scavenger, Silver, and two other cards. KC the Scavenger, don’t discard your deck, and instead topdeck the KC, Scavenger, and Silver that are in your discard pile from last turn. Play the Silver. Buy a Province. Draw 5 Cards. Rinse and Repeat forever.

What makes this particular combo worth noting is that it is immune to Militia, Goons, Margrave, and Ghost Ship. In fact, the only cards that could normally mess up this combo are Minion, Pillage, and (immediately after a reshuffle and with bad shuffle luck) trashing attacks like Rogue and Thief.

Works With: Handsize-reduction attacks and most other attacks

Conflicts With: Minion, Pillage, faster King's Court combos, Masquerade in the presence of handsize-reduction attacks

Combo: Scavenger and Golem

Requirements: 1 Scavenger, 2 Golems, exactly 1 other Action

This is similar in principle to Golem/Scheme. Play your Golem, making it find your Scavenger and any other Action card of your choice (say, a powerful attack). Play the wildcard Action, and then play the Scavenger, discarding your deck if necessary and topdecking your other Golem. Rinse and Repeat.

Counting House fits extremely well in the wildcard spot, even better than it did in Golem/Scheme. Let your Golem find your Scavenger and your Counting House, play the Scavenger to discard your deck, and play the Counting House to draw all of your Copper.

Works With: Strong attacks, Counting House

Conflicts With: Minion, Pillage, Looters (for Ruins are actions), Necropolis, Masquerades that give you action cards

Combo: Scavenger and University

Requirements: At least 1 Scavenger and 1 University; the more the better.

Watchtower is a powerful card because it lets you topdeck something you just bought or gained, enabling you to play it an extra time than you normally would have been able to before the end of the game.

Scavenger can work in a similar manner to Watchtower for Action cards that gain something. Gain your card, then Scavenge it for next turn. Unfortunately, most card-gainers are terminal.

University not only lets you gain a card costing up to $5, but it also gives you actions. So, you can play University to gain a $5 Action and then immediately Scavenge it. If you have a cantrip in hand, you can even draw and play the $5 Action from University on the very same turn that it was gained.

Works With: Good $5 Actions, Cantrips

Combo: Scavenger and Reactions

Requirements: At least 1 Scavenger and 1 or 2 Reactions

Scavenger comes to the rescue when you blow out your birthday candles and wish, “if only there were a way to ensure that I always have my Trader, Tunnel, or Watchtower in hand when my opponent plays an attack.” Since Scavenger doesn’t require that you actually draw the card from your discard pile right away, if Scavenger is your last Action, you can ensure that your Reaction is available between turns.

Works With: Strong Reactions in the presence of Attacks

Conflicts With: Minion, Pillage

Combo: Scavenger and Scavenger

Requirements: 2 Scavengers

With 2 Scavengers in your deck, you can simply Scavenge a Scavenger every turn to ensure that you always start with at least $2. Nifty!

The guaranteed $2 is useful in many situations, but especially in Alternate VP games, when your money density becomes exceedingly low. With a guaranteed $2, you just need $2 out of the other 4 cards in order to get your Silk Road or Gardens; that’s a 0.5$ average card value. For contrast, you woud normally need a 0.75$ average card value to consistently purchase $4 AltVP.

Scavenger/Scavenger works especially well in the presence of Throne Room. Throne your Scavenger, topdecking your other Throne Room and Scavenger. You are now guaranteed $4 every turn. Just one Copper and you have your Duke (requiring 0.33$ average card value).

Scavenger/Scavenger and especially Scavenger/ThroneRoom are also resilient to most attacks, including handsize-reduction attacks.

Synergies/Combos

  • Most attacks
  • Throne Room

Antisynergies

  • Minion
  • Pillage
  • Faster non-AltVP strategies

Trivia

Secret History

At one point I thought I might push doing stuff with the discard pile as a subtheme. I didn't really, although a few cards care about it. Scavenger lets you pick a card from your discard pile to draw. To make sure there is something, it lets you put your deck there first. Originally you had to put your deck into your discard pile; Wei-Hwa Huang argued for making it optional, to get rid of certain cases where you were sad to do it. And as a result you can set up multiple cards with it, if you play multiple Scavengers and only flip the first time


Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute $6 Harem
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)