Devil's Workshop
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Revision as of 21:05, 24 November 2017 by Werothegreat (Talk | contribs)
Devil's Workshop | |
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Info | |
Cost | |
Type(s) | Night |
Kingdom card? | Yes |
Set | Nocturne |
Illustrator(s) | Claus Stephan |
Card text | |
If the number of cards you've gained this turn is: 2+, gain an Imp from its pile; 1, gain a card costing up to ; 0, gain a Gold. |
Devil's Workshop is a Night card from Nocturne. It's a gainer whose effect is determined by how many cards you've previously gained that turn, either gaining you a Gold, a card costing up to , or an Imp.
Contents |
FAQ
Official FAQ
- This counts all cards you have gained this turn, including cards gained at Night prior to playing it.
- You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to or a Gold instead.
- Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.
Other rules clarifications
Strategy
Versions
English versions
Digital | Text | Release | Date | |
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If the number of cards you've gained this turn is: 2+, gain an Imp from its pile; 1, gain a card costing up to ; 0, gain a Gold. | Nocturne | November 2017 |
Other language versions
Language | Name | Digital | Text | |
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German | Giftküche | |||
Japanese | ||||
Russian | Дьявольская Мастерская (pron. d'yavol'skaya mastyerskaya) |
Trivia
Preview
One trick Night cards can do is, they can care about what happened during the turn. Devil's Workshop is an example: it cares how many cards you gained this turn. You can skip buying stuff to get a Gold from it; you can try to get multiple cards so that Devil's Workshop gets you an Imp.
Secret History
One of the first Night cards, somehow going the distance with no changes. It was a poster child for Night all through work on the set.