Menagerie

From DominionStrategy Wiki
Revision as of 19:39, 6 July 2022 by Nerdbound (talk | contribs) (Removed overly detailed strategic advice from the intro paragraph)
Jump to navigation Jump to search
Menagerie
Info
Cost $3
Type(s) Action
Kingdom card? Yes
Set Cornucopia
Illustrator(s) Matthew Tames
Card text
+1 Action
Reveal your hand. If the revealed cards all have different names, +3 Cards. Otherwise, +1 Card.
You may be looking for the 13th expansion, Menagerie (expansion)

Menagerie is an Action card from Cornucopia. It is one of the banner cards of Cornucopia's theme of diversity, rewarding you with large non-terminal draw if you have no duplicate cards in your hand. In decks that can manage to reliably construct hands of differently-named cards, Menagerie is one of the most powerful cards for its price.

FAQ

Official FAQ

  • If there are any two or more cards in your hand with the same name, you only draw one card; if there are no matches, you draw three cards.
  • Only the card names matter for this; Copper and Silver are different cards for example, despite both being Treasures.
  • If you have no cards in hand at all after playing Menagerie, then you have no matching cards, and so get +3 Cards.

Other Rules clarifications

Strategy

Menagerie acts either as a cantrip or as powerful non-terminal draw, depending on the conditions under which you play it. In order to activate the latter effect as consistently as possible, the general approaches are to increase the variety of cards in your deck, and/or to reduce your hand size (removing duplicates) before playing Menagerie. Menagerie is one of the strongest draw cards in the game if it can be reliably activated, as it is both more effective and cheaper than other non-terminal draw cards like Laboratory. Even if the Kingdom makes it difficult to reliably achieve this, Menagerie can be a low risk, high reward card as it can still activate if you are lucky enough to draw a hand with no duplicates.

A deck that can reliably activate Menagerie has some features in common with a draw-to-X deck, as both use three general ways to remove cards from your hand.

  1. One way to reduce hand size and activate Menagerie is to simply play cards. If you have multiple copies of a non-terminal Action card in hand (or terminals with sufficient terminal space), you can easily play them before Menagerie to reach a hand without duplicates, provided these cards don’t themselves draw more copies of a card you already have in hand. Menagerie therefore works especially well in engines relying on payload cards or villages (such as Festival) that do not draw any cards themselves. Less commonly, you can play Treasures before Menagerie, if effects such as Villa or Black Market are present. With Villa, if you enter your Buy phase with a Menagerie in hand, you can play all your Treasures (which are especially likely to include multiple copies of the same card), buy Villa, and return to your Action phase to play the Menagerie with your hand free of duplicates.
  2. Discarding the offending duplicates is another method, and is especially useful to remove Treasures and Victory cards that you cannot usually play before Menagerie or at all. Discard-for-benefit effects such as Artificer and Hamlet are excellent for this purpose because they are non-terminal, are flexible in the number of cards you can discard, and offer relevant additional effects, while sifting effects such as Forum can be useful to help you find your Menageries at the same time.
  3. Thinning cards removes them not only from your hand, but also your deck. Thinning a card, most often with a non-terminal thinner such as Forager or Bounty Hunter, has the benefit of not only allowing you to draw now with Menagerie, but also improving the long-term viability of Menagerie.

The variety of cards in your deck is largely determined by two factors: whether you can remove your starting cards, and the duplicate cards you will be adding to your deck.

  1. The starting cards in your deck are a significant hindrance to Menagerie activation. For this reason, Menagerie is usually not a good choice in the opening, and if you aim to draw this way, thinning your Coppers and Estates is a priority. The presence of Shelters or Heirlooms somewhat alleviates the problem of duplicates among your starting cards, although you are highly unlikely to have more than one or two Heirlooms, so the need to remove Coppers remains. If weak thinning or a strong junker will make it difficult to activate Menagerie, it's likely to be skippable.
  2. While Menagerie activation is directly dependent on duplicates in your hand, it is more broadly tied to how many duplicate cards are in your deck, and whether or not you can play them before Menagerie. This typically means that adding more than one copy of a terminal, Treasure, or Victory card decreases your odds of activating Menagerie. If ramping your payload or greening necessitates doing so, for example because Gold is the best payload or Provinces are the best way to score, you may need to rely on alternative ways to activate Menagerie or other sources of draw. Some piles are notable for offering many uniques. Black Market is one such example, as it can allow you to build without any worries of adding a duplicate. Castles may also be attractive: since these cards are all different, Menagerie can keep drawing even with a hand full of Victory cards, allowing you to maintain better deck control than usual during greening.

Menagerie’s relationship with other sources of draw is mostly dependent on how easy it is to activate your Menageries, and by extension how well you can control the contents of your hand. If activating it reliably is no problem (e.g., because you have no duplicates in your deck), there may be no need for other sources of draw. If, however, that is less than certain, other sources of draw may be a good supplement. This is likely to be the case if your ability to activate Menageries is dependent on finding specific components at the right time; for example, you may need to find your villages first in order to play your terminal payload, and Laboratory might be able to draw to find those villages when Menagerie cannot.

Menagerie is easy to activate and helpful when you start your turn with a reduced hand size. This allows it to somewhat counteract discarding attacks such as Militia, as these allow you to discard duplicate cards from your hand, activating a copy of Menagerie that may otherwise have played as a cantrip. Menagerie can also help you get more out of your extra turns with Outpost. With a three-card starting hand, it is very likely that you can draw three cards if you have Menagerie in hand. To ensure that you can find a Menagerie on these turns, you may find it useful to use a topdeck effect such as Scheme or a sifter such as Warehouse.

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

Print Digital Text Release Date
Menagerie Menagerie from Goko/Making Fun +1 Action
Reveal your hand.
If there are no duplicate cards in it, +3 Cards.
Otherwise, +1 Card.
Cornucopia 1st Edition June 2011
Menagerie Menagerie from Shuffle iT +1 Action
Reveal your hand.
If the revealed cards all have different names, +3 Cards.
Otherwise, +1 Card.
Cornucopia 2nd Edition March 2018

Other language versions

Language Name Print Digital Text Notes
Czech Zvěřinec
Dutch Menagerie
Finnish Villieläintarha
French Ménagerie French language Menagerie 2021 from Shuffle iT +1 Action
Dévoilez votre main.
Si les cartes dévoilées ont toutes des noms différents, +3 Cartes.
Sinon: +1 Carte.
German Menagerie German language Menagerie 2014 by ASS +1 Aktion
Zeige deine Handkarten vor.
Wenn du Karten mit verschiedenen Namen auf der Hand hast: +3 Karten
Ansonsten: +1 Karte
(2014)
translation error:
"If you have cards with different names…"
German Menagerie German language Menagerie 2019 by ASS German language Menagerie 2021 from Shuffle iT +1 Aktion
Decke deine Handkarten auf.
Haben diese alle unterschiedliche Namen: +3 Karten
Ansonsten: +1 Karte
(2019)
Italian Serraglio
Japanese 移動動物園
(pron. idō dōbutsuen, lit. mobile zoo)
+1 アクション
手札を公開する。 その中に同じカードがない場合、+3 カードを引く。それ以外の場合、+1 カードを引く
Polish Menażeria Polish language Menagerie +1 Akcja
Odkryj swoją rękę.
Jeżeli wszystkie karty na twojej ręce są o innych tytułach to +3 karty.
W przeciwnym wypadku +1 karta.
(2011)
Russian Зверинец (pron. zvyerinyets)
Spanish Colección de Animales (lit. collection of animals)

Trivia

Official card art.

Secret History

This came from Prosperity. The first version gave you $1 per differently named card in your hand. I tried a few versions of that, but it needed to be a threshold instead to work out. It ended up like the printed card, only with +2 cards instead of +3 cards. Then it got squeezed out of Prosperity due to Prosperity's particular requirements for cheap cards. I slotted it right into Cornucopia, and fixed it up by making it twice as good. It helped create the variety theme despite being in the set to support the hand theme.


Cards $2 Hamlet $3 Fortune TellerMenagerie $4 Farming VillageHorse TradersRemakeTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) • Young Witch $5 HarvestHorn of PlentyHunting PartyJester $6 Fairgrounds
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
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 Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • 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 (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • 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: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
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: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
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)