+Buy

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Herbalist, a +Buy card.

Playing a card that provides +Buy increases the number of cards you are allowed to buy during your buy phase.

Some cards that give +Buy have it as part of their core function, such as Herbalist; usually the +Buy is the only reason for wanting a Herbalist. In some cases, a card offers +Buy as a feature that synergizes with its core function: Collection offers you a VP reward per card you buy, and gives +Buy to make the reward go farther. Other cards have +Buy merely as an extra vanilla bonus that keeps the card competitive with other cards at the same cost: Worker's Village is a village costing $4 with the +Buy as an extra bonus for the $1 it costs more than Village.

Strategy

+Buy is an essential component of most engine strategies, since engines can take a long time to build; +Buy allows you to acquire engine components more rapidly, thus speeding up the construction of the engine, and once the engine is running it allows you to buy multiple Victory cards at once to make up for the slower start. An easy trap to fall into is that of "overbuilding" an engine in the absence of +Buy: there's no use in building a deck that can regularly generate $16 each turn if you can still only buy one Province with it. In some cases, if the +Buy card is rather unwieldy like Herbalist, it is good strategy to wait to buy even a relatively cheap +Buy card until you are close to generating enough $ to benefit from the effect, although you need to avoid waiting too long as well or else you will have to waste $ on the turn you buy that card.

If you are lacking the deck control to generate large amounts of $ or to assure having a +Buy card in hand when you do, a +Buy card may not be worth its opportunity cost.

Cards that give unrestricted +Buy

Cards in italics have been removed.

Terminal coin or the equivalent

Terminal draw

Cantrip

Treasures and other non-terminal stop cards

+Buy with a choice of other options

Other

Cards that give restricted +Buy

Cards that need to trash a card

Some cards need to trash or return a card, so they only replace cards.

Limited amounts of +Buy

Some cards are difficult to come by, only exist in very limited numbers, or only provide a limited number of +Buy in normal circumstances.

Other restrictions

Some cards only work later during the game when one or more piles have emptied.

Contraband and Deluded can prevent you from buying certain cards.

Some effects need you to to gain specific kinds of cards to get +Buy:

Giving back Buys

Forum, Cavalry, Marchland, and Nearby cards give +Buy when gained. Similarly, Villa can be played instantly after being gained and so gives back a Buy.

Galleria and Band of Nomads can give back Buys upon buying certain cards.

A number of Events do not use up a Buy because they give one back whenever bought.

Related

Cards that do not give +Buy per se but enable you to gain more cards through Buys in some other way are referred to as Virtual +Buy.

Gallery

Terminal

Terminal draw

Cantrip

Treasures and other non-terminal stop cards

+Buy between other options

Other unrestricted +Buy

Cards that need to trash a card

Limited amounts of +Buy

Other restrictions

Giving back Buys


Removed cards


Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn