Urchin
From DominionStrategy Wiki
Revision as of 02:39, 11 June 2015 by 74.220.66.147 (Talk)
Urchin | |
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Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Martin Hoffmann |
Card text | |
+1 Card +1 Action Each other player discards down to 4 cards in hand. When you play another Attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile. |
Urchin is an Action-Attack card from Dark Ages. By itself, Urchin is a very weak handsize attack, since discarding down to 4 cards is rarely very harmful. However, if you get Urchin to collide with another attack, you get a Mercenary - a powerful attack and a trasher.
Contents |
FAQ
Official FAQ
- When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything.
- While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary.
- The Mercenary comes from the Mercenary pile, which is not in the Supply, and is put into your discard pile.
- If there are no Mercenaries left you do not gain one.
- If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.
Other Rules clarifications
Strategy Article
There is no strategy article yet for Urchin. Feel free to add your thoughts!
- Urchin's attack is, by itself, incredibly weak - forcing your opponent to discard one card really doesn't do much of anything.
- Mercenary's trashing is super-fast once you get it going. You trash two cards, get +2 Cards and + to have a normal-strength turn, AND it's a handsize attack.
- Getting Urchins to collide isn't that easy; you probably need to get three of them, or some filtering/card draw like Warehouse, Tactician, or an engine.
Synergies/Combos
- Fortress
- Scrying Pool doesn't mind having a slow economy for a while because isn't that hard to hit, likes cantrips like Urchin, and likes the eventual Mercenary trashing.
- Torturer: Play urchin, followed by Torturer, and choosing to discard is even more damaging.
- Council Room, Soothsayer, and especially Governor: Urchin works as a "kicker" to counteract the bonus these cards give opponents.
- Soldier: Urchin, like no other attack card (since Familiar is more expensive), is a perfect setup for Soldier, which makes each of your chained Urchins effectively give an additional + AND forces everyone else to discard down to three.
Antisynergies
- Chapel and Remake trash earlier than Mercenary
- Minion's attack is blunted if preceded by Urchin's attack
Trivia
In other languages
- Dutch: Straatjongen (lit. street boy)
- Finnish: Katulapsi (lit. street child)
- French: Orphelin (lit. orphan)
- German: Gassenjunge
- Japanese: 浮浪児 (pron. furō-ji, lit. waif)
- Korean: 양아치 (pron. yang-achi)
- Spanish: Pillastre
Secret History
I wanted an attack that learned how to be a better attack. The initial attack had to be weak, and it had to have +1 card +1 action, making it need to be even weaker. "Discard down to 4" was an obvious candidate and worked out immediately. It can hurt, but is often inoffensive.