Wharf
Wharf | |
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Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Seaside |
Illustrator(s) | Simon Samuelsson |
Card text | |
Now and at the start of your next turn: +2 Cards and +1 Buy. |
Wharf is an Action-Duration card from Seaside. It is a terminal card draw card on this turn, but its duration ability is what makes it one of the best cards in Dominion — drawing 2 cards at the start of your next turn is like having played two Laboratories.
Contents |
FAQ
Official FAQ
- You draw 2 cards and get +1 Buy when you play this, and draw another 2 Cards and get +1 Buy at the start of your next turn.
Other Rules clarifications
Strategy
Wharf is one of the strongest draw cards in the game. Duration draw is a very powerful effect, since increasing the size of your starting hand next turn raises your chances of colliding the cards you need in order to have a good turn; it’s especially useful when your draw cards are terminal and therefore need a village to be played first. As Wharf provides a small amount of draw for your current turn too, it compares very favourably to other Duration draw cards, which are often terminal stop cards when played. The further addition of two extra Buys for each Wharf play serves to cement its status as a highly valuable card in most Kingdoms.
Some form of deck-drawing engine, often a strong one, is very likely to be possible in Kingdoms with Wharf, as a source of +Actions (or some supplementary non-terminal draw) is the only additional component needed. If this is unavailable, the best approach is likely to be a money strategy with two or three Wharves as your terminals, played on alternating turns. Otherwise, you’ll be building an engine in which Wharf’s powerful draw means that prioritising early trashing may be slightly less important than it typically is.
Obtaining a Wharf quickly is often important, and its presence may be a good reason to prioritise generating in the early game. Getting a Wharf into play increases your deck’s early purchasing power and cycling substantially, while providing +Buy to ensure you can put the extra generated to good use; gaining multiple Wharves in relatively quick succession is also not unusual. Although some villages will be needed, each Wharf only takes up a terminal slot every other turn. Even accounting for this, maintaining sufficient terminal space is less critical than with most terminals: although you would prefer not to draw other Action cards dead with Wharf, risking this by playing it as your final Action of the turn still provides the full benefits of the Duration draw next turn. Wharf’s Duration effect also increases the card’s own reliability by improving the chances that you’ll find your villages in time to play them before the next turn’s Wharves.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
Versions
English versions
Digital | Text | Release | Date | |
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Now and at the start of your next turn: +2 Cards. +1 Buy. | Seaside 1st Edition | October 2009 | ||
Now and at the start of your next turn: +2 Cards and +1 Buy. | Seaside 2nd Edition | July 2017 |
Other language versions
Trivia
Secret History
Donald X.'s opinion