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'''Exorcist''' is a [[Night]] card from [[Nocturne]].  It's a [[trasher]] that can gain [[Spirit]]s, and is the only card that refers to the Spirit [[card type|type]].
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'''Exorcist''' is a [[Night]] card from [[Nocturne]].  It's a [[trasher|Remodel variant]] that can only gain [[Spirit]]s, and is the reason why the Spirit [[card type|type]] exists.
  
 
== FAQ ==
 
== FAQ ==
 
=== Official FAQ ===
 
=== Official FAQ ===
* The Spirits are {{Card|Will-o'-Wisp}}, {{Card|Imp}}, and {{Card|Ghost}}.
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=== Other rules clarifications ===
* If for example you trash a {{Card|Silver}}, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.
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== Strategy ==
 
== Strategy ==
Exorcist is a [[Night]] card and [[trasher]] that can also gain [[Spirit]]s. Exorcist can trash any kind of [[junk]], although its [[trash-for-benefit]] effect makes it better at trashing {{Card|Estate|Estates}} or [[Shelter]]s than cards costing {{Cost|0}} (most notably your starting {{Card|Copper|Coppers}}), for which it provides no additional benefit. Even if a more efficient [[thinning]] option is available,
 
Exorcist can be important as a way to access Spirits, which are sometimes the only available source of [[draw]] or a [[village (card category)|village]] effect.
 
 
Exorcist is a particularly effective early game trasher, as using it to trash an {{Card|Estate}} and gain a {{Card|Will-o'-Wisp}} has a twofold effect on [[deck control]]: not only does this thin your deck by replacing a [[stop card]] with a [[cantrip]], the {{Card|Will-o'-Wisp}} also has a good chance of acting as [[non-terminal draw]], given that your deck mostly consists of {{Card|Copper|Coppers}} at this point. For this reason, Exorcist is often a strong [[opening]] purchase unless there are even faster ways to get thin (e.g. {{Card|Chapel}}), or your priority is to hit a high price point, typically {{Cost|5}}. As a Night card, Exorcist consumes no [[terminal space]], so unlike a [[terminal]] trasher (such as {{Card|Priest}}), it can be paired with a useful terminal (for example {{Card|Peasant}}) without risk of terminal [[collision]].  If you cannot trash an {{Card|Estate}} (either because you’ve trashed all of them already, or you’ve failed to [[collision|collide]] them with your Exorcist), trashing a {{Card|Copper}} is still thinning, but with much less benefit. Exorcist thus tends to work well with effects that can either encourage collision (e.g. {{Card|Gear}}) or trash {{Card|Copper|Coppers}} more effectively (e.g. {{Event|Bonfire}}), while copies of Exorcist beyond the first will have diminishing returns.
 
 
When viewed as a [[gainer]], Exorcist’s relevance depends on two primary considerations: the relevance of the Spirits you can gain, and the effort necessary to provide fodder to trash. In some cases, Exorcist's ability to gain {{Card|Imp}} or {{Card|Ghost}} can provide access to effects that might otherwise be unavailable in the [[Kingdom]], specifically reliable draw and/or villages. These effects might be particularly important if they would allow you to support more [[payload]], particularly [[stop card]]s such as {{Card|Horn of Plenty}} (with {{Card|Imp}}) or [[terminal]]s such as {{Card|Bridge}} (with {{Card|Ghost}}). On the other hand, the overall cost of acquiring these Spirits can be rather high. Acquiring suitable trashing targets can have a high opportunity cost, especially if you need them to be expensive enough to gain a {{Card|Ghost}}, and it can take multiple turns to ultimately play your gained Spirit, as you need to gain your fodder, collide it with Exorcist, trash it during the Night phase, and then draw and play the Spirit. As a result, doing this many times to amass large numbers of Spirits is often only worthwhile if the payoff is particularly high, though it can be substantially easier with the proper gainers providing fodder. Good trashing targets for obtaining the more expensive Spirits include cards that you no longer need, such as a trasher or {{Card|Silver}} that you used in the early game, and easily gained cards of limited utility: for instance, a {{Card|Gold}} gainer can provide fodder for Exorcist to gain {{Card|Ghost}}, while a spare {{Card|Horse}} can be turned into an {{Card|Imp}} that won't leave your deck. Other good targets include those that are generally useful with trash-for-benefit effects, such as {{Card|Rats}}, {{Card|Fortress}}, or cards you only wanted for their on-gain effects, e.g. {{Card|Cemetery}}. If Spirits are particularly important and you have sufficient gainers providing fodder, it can be reasonable to gain a second Exorcist with the intent of using it solely to gain Spirits more quickly.
 
 
 
== Versions ==
 
== Versions ==
 
=== English versions ===
 
=== English versions ===
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=== Other language versions ===
 
=== Other language versions ===
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
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! Language !! Name !! Print !! Digital !! Text
|-
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!Dutch
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| Exorcist || || || ||
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|-
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!French
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| Exorciste || || || Écartez une carte de votre main. Recevez un Esprit moins cher de l'une des piles Esprit. ||
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|-
 
|-
 
!German
 
!German
| Exorzistin || {{CardLangVersionImage|German}}  || {{CardLangVersionImage|German|d=1}} ||Entsorge eine Handkarte.<br>Nimm eine Erscheinung, die weniger kostet als die entsorgte Karte, von einem der Erscheinungs-Stapel. || &hellip;die weniger kostet <s>als die entsorgte Karte</s>&hellip;"
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| Exorzistin || || ||
 
|-
 
|-
 
!Japanese
 
!Japanese
| 悪魔祓い (pron. ''akumabarai'') || || || 手札1枚を廃棄する。(精霊の山から)廃棄したカードよりも安い精霊1枚を獲得する。||
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| || || ||
|-
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!Polish
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| Egzorcysta || {{CardLangVersionImage|Polish}} || || Wyrzuć na Śmietnisko kartę z ręki. Dodaj tańszego od niej Ducha z jednego ze stosów Duchów. ||  
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|-
 
|-
 
!Russian
 
!Russian
| Экзорцист (pron. ''ekzortsist'') || || || ||
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| Экзорцист (pron. ''ekzortsist'') || || ||
 
|}
 
|}
  
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=== Secret History ===
 
=== Secret History ===
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<!--
 
{{Quote
 
{{Quote
|Text=An early Night card, but pared down. It sounded cool to do a {{Card|Remodel}} that gained one of three non-[[supply]] cards. This set could have the cards, and could give them other uses too. I had the idea before I had any of the cards; then I slotted {{Card|Ghost}} (tweaked from an {{Set|Empires}} outtake) into the {{Cost|4}} slot, and made {{Card|Will-o'-Wisp}} to be a card a [[Boon]] gave you. {{Card|Imp}} came last and then I could try Exorcist. At first it could trash cards from play too. It could only trash non-[[Duration]] cards because of tracking issues, but then we had trouble remembering that so then it could only trash Treasures from play. It was too powerful and cutting that part was key. And simplified it, hooray. It ended up a Night card that doesn't need to be a Night card, but I decided I preferred that to switching it to an Action.
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|Text=
|Name=[[Donald X. Vaccarino]]
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|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]
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}}
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=== Donald X.'s opinion ===
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{{Quote
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|Text=I have not had the experience of Exorcist looking weak; in its current form it was that card that was so great and probably was still good
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|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/212660788786102272/397864673103314944 Dominion Discord, 2018]
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|Source=[http://forum.dominionstrategy.com/index.php?topic= The Secret History of the Nocturne Cards]
 
}}
 
}}
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-->
 
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