Cemetery
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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
The discussion topic for Cemetery (and its Heirloom, Haunted Mirror) can be found here.
Cemetery is a trasher that works upon gaining instead of being able to play it, which is an interesting twist. You'll have to make sure that you have plenty of cards in hand to trash before you gain it. The most straightforward way is to use a gainer such as Workshop, but you might also just go for a big handsize with, for example, Laboratory and then buy a Cemetery when you have a sufficient amount of junk cards in hand.
So what is considered a sufficient amount of junk cards? This question was answered by user Awaclus in the following way:
A good basic rule of thumb is at least EE or ECC or CCCC where E=Estate or other junk card that doesn't do anything and C=Copper or other junk card whose value is roughly comparable to Copper. The more other trashing and/or draw you already have (including previous Cemetery purchases), the less inclined you are to trash your Coppers with Cemetery — i.e. if you have 8 cards in your deck, you'd much rather buy a Smithy than replace four Coppers with a Cemetery, because the Smithy helps your tempo but the Cemetery hurts it. On the other hand, if you have extra stop cards in your deck that you wouldn't normally have, that makes you more inclined to trash Coppers. As long as you have two or more Estates, trashing them is basically always better than buying any engine component for $4 unless you have a better way of trashing them coming up really soon, but if your engine is already working smoothly, adding more payload or greening in order to pressure your opponent or to answer your opponent's pressure can situationally be better.
Although Cemetery has a couple of other properties, such as being worth 2 and coming with a Heirloom, Haunted Mirror, these are not too often a consideration when Cemetery is on the board. Haunted Mirror is a fairly weak Heirloom, since it only gains one Ghost and it's fairly difficult to achieve, and Cemetery is weaker than Duchy as a VP card. It should primarily be thought of as a trasher, and if you happen to have a use for the other effects, then that's a nice bonus. Late-game, keep in mind how many Cemeteries each player has when counting points and determining whether or not you should pile out.
Synergies
- Gainers
- Trash for benefit such as Remodel can turn gained Cemeteries into something great, since it costs
Antisynergies
- Artificer is a gainer that doesn't work so well, since you have to discard for it
- Other cards
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) | |||
Russian | Погост (pron. pogost, lit. churchyard) |
Trivia
Preview
Secret History