Band of Misfits
Band of Misfits | |
---|---|
![]() | |
Info | |
Cost | |
Type(s) | Action - Command |
Kingdom card? | Yes |
Set |
Dark Ages![]() |
Illustrator(s) | RC Torres |
Card text | |
Play a non-Command Action card from the Supply that costs less than this, leaving it there. |
Band of Misfits is an Action-Command card from Dark Ages. It plays a cheaper Action card in the Supply, leaving it there. Band of Misfits' versatility is very useful, but buying it means potentially missing out on a powerful Action, which Band of Misfits cannot play.
Contents |
FAQ
Official FAQ (2020)
- This plays a non-Command Action card from the Supply costing less than it.
- Command is a type that appears on cards like this; it has no meaning beyond stopping these cards from playing each other.
- Band of Misfits can only play the top card of a Supply pile.
- The played Action card stays in the Supply; if an effect tries to move it, such as Death Cart trying to trash itself, it will fail to move it. If the card checks to see if it was trashed, like Death Cart does, that part will fail, but if it does not, like Acting Troupe (from Renaissance), the rest of the effect will still happen.
- Since the played card is not in play, "while this is in play" abilities (such as Highway's from Hinterlands) will not do anything.
- Leave Band of Misfits in play until the Clean-up of the turn the card it played would have left play. Normally that means you'll discard it that turn, but if Band of Misfits plays a Duration card (Duration cards are in other expansions), it will stay out like the Duration card would have, and if Band of Misfits plays a card like Throne Room that plays a Duration card twice, it will stay out in the same way the Throne Room would have.
- If you play Band of Misfits multiple times, such as with Throne Room, leave it out until the Clean-up of the turn that the last of the cards it played would have left play.
Other rules clarifications
Band of Misfits was one of the main cards affected by the 2019 errata. Instead of imitating the abilities of any cheaper Action card in the Supply—which raised rules questions—it now simply tells you to play said card, leaving it in the Supply.
- See the tracking rules for interactions with Durations.
Deprecated official FAQ (2017) |
|
Deprecated rules clarifications (2015 2017 2019) |
|
Strategy
Band of Misfits can offer excellent flexibility but also comes at a high opportunity cost if there are more important Action cards costing . You therefore have to weigh the benefits of having all Actions costing or less available in one card against the benefits of a potentially more powerful single card, which means that Band of Misfits is especially appealing if the other cards are comparatively weak and the range of cheaper cards is wide and offers some high-value effects for that price range.
If the right Action cards are available, a copy or two of Band of Misfits can significantly boost the reliability of an engine by offering whatever is needed at the relevant moment, such as a village effect, draw, or payload. The card can be a particularly good choice on a / opening split if it can play a useful card that you would otherwise have opened with. For example, if Remake is the card you most want to add to your deck, there is essentially no downside to taking a Band of Misfits instead: you can use it to play Remake whenever you have good targets in hand, with the freedom to add more terminals than you might have with Remake (perhaps including a copy of Remake itself); if you encounter terminal collision or a lack of good targets, you can easily use Band of Misfits as a village, cantrip, or whatever else serves the turn best instead. More generally, Band of Misfits works nicely with cards that provide most of their value in the early game (e.g., thinners such as Moneylender), as it can continue to be useful longer than a copy of that card itself would be. It’s unlikely, however, that you’ll want to keep adding too many copies of Band of Misfits, as they have somewhat diminishing marginal returns, especially once you begin to acquire deck control: if you’ll always end up using one of your Bands of Misfits to play Monument, for example, it may be more cost-effective to just buy the Monument directly.
Certain cards have a strong synergy with Band of Misfits (or other Command cards), because they are usually one-shots but provide their full benefit without that drawback when played from the Supply. This is the case when their effect is not contingent on the card being trashed or returned to the Supply; examples include Acting Troupe and Experiment. Similarly, when Way of the Horse is in the Kingdom, any cheap Action card can effectively be played by Band of Misfits for a powerful Laboratory effect with no downside.
Conversely, other cards lose some or all of their value when you play them with Band of Misfits because they are contingent on the card being trashed (e.g. Treasure Map) or otherwise moved out of play (e.g. Transmogrify). Band of Misfits may be a weaker choice than usual if such cards are present in the price range that it can play; similar considerations apply in the presence of cards with strong on-gain effects (such as Lackeys), which Band of Misfits does not provide access to. A final consideration to be aware of is with piles that tend to run out easily, such as Magpie. You cannot play Band of Misfits as a card from an empty pile, which may be problematic if, for example, you were relying on Magpie as the only non-terminal Band of Misfits target.
Because Band of Misfits can only play cards cheaper than itself, it does not interact usefully with most cost reduction effects, since these usually reduce the price of Band of Misfits as well as its potential targets; the same cards are playable by Band of Misfits before or after playing a Bridge, for instance. Excessive cost reduction (e.g. with multiple Bridges) can play particularly poorly with Band of Misfits: if its cost is reduced to , there are no longer any cheaper Action cards in the Supply, rendering the card completely useless.
Strategy Article (Pre-Errata) |
Original article, November 2012 on the forum by DG.
Depending upon how you look at it, this is either a very simple or a very complex card. At its simplest it can be a very straightforward card to buy and play. At its most complicated it can provide many options for card play and deck construction. I think the place to start looking at Band of Misfits is at the card play, which is an unusual place to start. You have the choice to play the Band of Misfits as any cheap card in the supply. This means that when you have two terminal actions in hand with a cheap Village in the supply you can play the Band of Misfits as a Village for the extra actions. When you have no terminal cards in your hand you can use the Band of Misfits as a cheap terminal in the supply, and so on. This flexibility can make deck building quite simple since you can add Band of Misfits to a balanced deck and it will most likely remain a balanced deck, if not better. This is only true however if there is a good selection of cheap Actions cards in the Kingdom: something with + , something with +Actions, maybe something with +Cards or +Buy, etc. Flexibility in providing or using actions is possibly the best feature of the Band of Misfits. What you gain in flexibility however you could lose in power. Being able to play a Mountebank is generally better than being able to play a Band of Misfits as either a Sea Hag or Nomad Camp. cost cards are usually very strong and the decision to buy them ahead of a Band of Misfits can be simple. If there are no strong cost cards in the Kingdom then the Band of Misfits might again be a simple purchase since you might otherwise have bought one of the cheaper cards instead. In the middle, though, there will be a small number of fiendish purchasing decisions where you are effectively weighing up a strong single card against variations from a choice of weaker cards. The Band of Misfits doesn't need any specific kingdom cards to work and will behave differently in different kingdoms. The better the variety of cheap cards in the supply however the more chance the Band of Misfits has to provide value. You might draw a hand that could use a Chancellor, or a Bureaucrat, or a Thief, or a Shanty Town, or a Remodel, or a Cellar, so never rule any card out even if you wouldn't purchase it for that particular deck. Even a Feast could even let you gain a Duchy on the last turn. Taking that concept further, the more dependent a card is upon the draw the more benefit you can gain from having Band of Misfits in your deck instead of the card itself. Specific examples might be cards such as Procession, Develop, Treasure Map, or Coppersmith. I will however single out two Kingdom cards. The option to play the Band of Misfits as a Death Cart will be strong, especially when you don't want to add two Ruins to your deck by gaining a Death Cart. The Band of Misfits will suit Conspirator decks since it can either start or continue the Conspirator chains, reducing the risks of bad draws, and you could well be willing to pay 5 or 6 coins for these engine components anyway. The Conspirator deck does highlight one risk though. Once a card's supply pile is empty the Band of Misfits cannot act as that card. It is also worth remembering that the Band of Misfits cannot act as Silver. Sometimes a simple Silver will be better in hand than a versatile action card, especially if you find yourself repeatedly playing your Band of Misfits as a low reward +action card. If we return however to the card play we can see where the final complications come from. Band of Misfits increases the potential card plays from a hand, since you not only have to sequence your actions but now also choose what the actions are. Whilst this may perplex artificial intelligence I suspect that human intelligence will enjoy the challenge. Synergies/Combos
Antisynergies
|
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
![]() |
![]() |
Play this as if it were an Action card in the Supply costing less than it that you choose. This is that card until it leaves play. |
Dark Ages | August 2012 |
![]() |
![]() |
Play this as if it were a cheaper Action card in the Supply. This is that card until it leaves play. | Dark Ages (2017 printing) | September 2017 |
Play an Action card from the Supply that costs less than this, leaving it there. | Dominion 2019 Errata and Rules Tweaks | September 24, 2019 | ||
![]() |
Play a non-Command Action card from the Supply that costs less than this, leaving it there. | Dark Ages (2020 printing) | 2020 |
Other language versions
Trivia
Secret History
Relevant outtakes
Development
I tried having it gain a card, then return that card to the supply. People just endlessly forgot to return the card. Maybe something could have reminded them well enough; I did not have the technology at the time.
I tried having it play a card without moving it. For all of your Band of Misfits solutions, consider duration cards and Feast. Here I was not satisfied with how the weird cases resolved.
I tried a choose one - Band of Misfits where the cards costing less than it are always Woodcutter, Throne Room, Peddler. It's not much like Band of Misfits. But you know. It's a thing you can try and I tried it. This was known as the Morphling solution, after the origin story behind that Magic card (they wanted to reprint Clone but were told the rules were too complex).
And I tried just not having Band of Misfits. That didn't work either. I gave it a good long try though.
In the end there it is. As the saying goes, we hope you enjoy this expanding world of Dominion.