Cemetery
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{{Infobox Card | {{Infobox Card | ||
|name = Cemetery | |name = Cemetery | ||
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− | '''Cemetery''' is a [[Victory]] card from [[Nocturne]]. | + | '''Cemetery''' is a [[Victory]] card from [[Nocturne]]. It's an on-gain [[trasher]] worth 2{{VP}}. It has an [[Heirloom]], {{Card|Haunted Mirror}}. |
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
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=== Other rules clarifications === | === Other rules clarifications === | ||
== Strategy == | == Strategy == | ||
− | + | Cemetery is an on-gain [[trasher]] and a supplementary source of [[alt-VP]]. Its most powerful use case occurs when you can gain it early in the game while still having a hand full of multiple [[junk]] cards to trash. Its presence also guarantees that you have at least one way to trash its [[Heirloom]], {{Card|Haunted Mirror}}, in order to gain a {{Card|Ghost}}, although the value of going out of your way to achieve this is variable. | |
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− | + | Several trashers are easier and faster to use than Cemetery in most cases (e.g. {{Card|Chapel}}), so Cemetery tends to be of minor importance if such a card is available. Since trashing with Cemetery involves gaining what amounts to a junk card, at least in the early game, it's usually only worthwhile as [[thinning]] if you can trash three or four cards. This means that, in order to use Cemetery effectively, you need to gain it while still having a large number of targets in hand. One way to achieve this is with strong [[draw]], although this may be difficult early in the game when trashing is a top priority, since {{Card|Copper|Coppers}} are still your main source of [[payload]]; ways to [[Glossary#S|spike]] either hand size (e.g. {{Card|Gear}}) or {{Cost}} (e.g. {{Card|Bounty Hunter}}) may be helpful. An often preferable alternative is to avoid the need for an increased hand size by using a [[gainer]] to obtain the Cemetery; [[Workshop variant]]s tend to be best for this, as they can be acquired in the [[opening]]. Gainers that can gain cards to hand such as {{Card|Cobbler}} and {{Card|Sculptor}} can be particularly useful as you can also trash the Cemetery alongside your starting junk. Finally, {{Event|Alms}} synergizes well with Cemetery, as it allows you to gain the card with nothing in play at all, thereby providing a {{Card|Chapel}}-like effect as early in the game as you want it, including in the opening. | |
− | + | A Cemetery gained early in the game is often a useful [[trash-for-benefit]] target later: for example, {{Card|Upgrade}} or {{Card|Transmogrify}} can turn it into a strong Action card costing {{Cost|5}}. Later on, it can offer a reasonable source of alt-VP as an intermediate option between {{Card|Estate}} and {{Card|Duchy}}—in the endgame, it is therefore once again a good target for {{Card|Workshop}} variants, especially if you’ve picked up additional junk to trash, e.g. {{Card|Curse|Curses}}. | |
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− | + | Trashing your {{Card|Haunted Mirror}} is usually a good plan, as it is identical to a {{Card|Copper}} for most purposes. Gaining a {{Card|Ghost}} in doing so is often a nice bonus as {{Card|Ghost}} is a [[sifter]] and [[Throne Room variant]] that can ensure a good start to a big turn, but it’s not always worth the [[opportunity cost]]s of waiting for a suitable chance to trash your {{Card|Haunted Mirror}} and also declining to play an [[Action]] card so that you can discard it. However, the prospect of obtaining a {{Card|Ghost}} as compensation for [[terminal]] [[collision]] might slightly alter your calculation when considering two terminals in the opening (e.g. double {{Card|Amulet}}). As with other Kingdoms that offer Ghost, the value of gaining one may be higher than usual if it is the only [[Village (card category)|village]], and lower than usual if you will risk hitting inconvenient targets, such as mandatory trashers (e.g. {{Card|Remodel}}). | |
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== Versions == | == Versions == |
Revision as of 17:03, 27 October 2021
Cemetery | |
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Info | |
Cost | |
Type(s) | Victory |
Kingdom card? | Yes |
Set | Nocturne |
Illustrator(s) | Marcel-André Casasola Merkle |
Card text | |
2 When you gain this, trash up to 4 cards from your hand. Heirloom: Haunted Mirror |
Cemetery is a Victory card from Nocturne. It's an on-gain trasher worth 2 . It has an Heirloom, Haunted Mirror.
Contents |
FAQ
Official FAQ
- In games using this, replace one of your starting Coppers with a Haunted Mirror.
- When you gain a Cemetery, trash from zero to four cards from your hand.
Other rules clarifications
Strategy
Cemetery is an on-gain trasher and a supplementary source of alt-VP. Its most powerful use case occurs when you can gain it early in the game while still having a hand full of multiple junk cards to trash. Its presence also guarantees that you have at least one way to trash its Heirloom, Haunted Mirror, in order to gain a Ghost, although the value of going out of your way to achieve this is variable.
Several trashers are easier and faster to use than Cemetery in most cases (e.g. Chapel), so Cemetery tends to be of minor importance if such a card is available. Since trashing with Cemetery involves gaining what amounts to a junk card, at least in the early game, it's usually only worthwhile as thinning if you can trash three or four cards. This means that, in order to use Cemetery effectively, you need to gain it while still having a large number of targets in hand. One way to achieve this is with strong draw, although this may be difficult early in the game when trashing is a top priority, since Coppers are still your main source of payload; ways to spike either hand size (e.g. Gear) or (e.g. Bounty Hunter) may be helpful. An often preferable alternative is to avoid the need for an increased hand size by using a gainer to obtain the Cemetery; Workshop variants tend to be best for this, as they can be acquired in the opening. Gainers that can gain cards to hand such as Cobbler and Sculptor can be particularly useful as you can also trash the Cemetery alongside your starting junk. Finally, Alms synergizes well with Cemetery, as it allows you to gain the card with nothing in play at all, thereby providing a Chapel-like effect as early in the game as you want it, including in the opening.
A Cemetery gained early in the game is often a useful trash-for-benefit target later: for example, Upgrade or Transmogrify can turn it into a strong Action card costing . Later on, it can offer a reasonable source of alt-VP as an intermediate option between Estate and Duchy—in the endgame, it is therefore once again a good target for Workshop variants, especially if you’ve picked up additional junk to trash, e.g. Curses.
Trashing your Haunted Mirror is usually a good plan, as it is identical to a Copper for most purposes. Gaining a Ghost in doing so is often a nice bonus as Ghost is a sifter and Throne Room variant that can ensure a good start to a big turn, but it’s not always worth the opportunity costs of waiting for a suitable chance to trash your Haunted Mirror and also declining to play an Action card so that you can discard it. However, the prospect of obtaining a Ghost as compensation for terminal collision might slightly alter your calculation when considering two terminals in the opening (e.g. double Amulet). As with other Kingdoms that offer Ghost, the value of gaining one may be higher than usual if it is the only village, and lower than usual if you will risk hitting inconvenient targets, such as mandatory trashers (e.g. Remodel).
Versions
English versions
Digital | Text | Notes | Release | Date | |
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2 When you gain this, trash up to 4 cards from your hand. Heirloom: Haunted Mirror |
Digital version doesn't have yellow Heirloom banner | Nocturne | November 2017 |
Other language versions
Language | Name | Digital | Text | Notes | |
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Dutch | Kerkhof | ||||
French | Cimetière | 2 Quand vous recevez cette carte, écartez jusqu'à 4 cartes de votre main. Patrimoine : Miroir hanté |
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German | Friedhof | 2 Wenn du diese Karte nimmst, entsorge bis zu 4 Handkarten. Erbstück: Zauberspiegel |
(2017) | ||
Japanese | 墓地 (pron. bochi) | 2 これを獲得するとき、手札から4枚以下のカードを廃棄する。 (家宝: 呪いの鏡) |
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Russian | Погост (pron. pogost, lit. churchyard) |
Trivia
Preview
Secret History