Familiar
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{{Infobox Card | {{Infobox Card | ||
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− | '''Familiar''' is an [[Action]]-[[Attack]] from [[Alchemy]]. It is a [[cantrip]] [[curser]]—i.e., it gives opponents {{Card|Curse|Curses}} and gives you +1 Card and +1 Action. It is the only [[non-terminal]] | + | '''Familiar''' is an [[Action]]-[[Attack]] from [[Alchemy]]. It is a [[cantrip]] [[curser]]—i.e., it gives opponents {{Card|Curse|Curses}} and gives you +1 Card and +1 Action. It is the only [[non-terminal]] Curser or [[junking attack]], and therefore can be very strong; however, its {{Cost|P}} cost makes it harder to gain than most other Cursers. |
== FAQ == | == FAQ == | ||
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=== Other Rules clarifications === | === Other Rules clarifications === | ||
− | == Strategy | + | == Strategy == |
− | + | Familiar is a [[Curser|Cursing]] [[attack]] which is easy to play in multiples due to its [[cantrip]] nature but expensive and particularly hard to gain in multiples due to its {{Cost|P}} cost. It integrates easily into any kind of deck and distributes {{Card|Curse|Curses}} very quickly once you have a few copies, but doing this may or may not be worth the set-up [[opportunity cost]]s, depending on the nature of the [[Kingdom]]. | |
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+ | Although it is [[non-terminal]] and not itself a [[stop card]], Familiar does not provide any benefit to you when you play it (compared to the [[draw]] or {{Cost}} that some similar attacks offer), and it does slightly increase your need for draw because it usually requires you to gain a {{Card|Potion}} first. A related problem is that a pair of [[opening]] purchases tailored towards buying Familiar as early as possible (e.g. {{Card|Potion}} and {{Card|Silver}}) is often rather vulnerable to the possibility of an unlucky [[reshuffle|shuffle]] in which you cannot afford {{Cost|3P}}, further delaying your plan for your deck. Since these issues mean it is slow to get online and doesn’t help you further [[build]], Familiar is much less impactful than most Cursers against even moderately fast [[trasher]]s (such as {{Card|Forager}}), heavily countered by the fastest trashers (such as {{Card|Chapel}} or {{Card|Masquerade}}), and may not have time to pay off in a fast-paced game even if the {{Card|Curse}} trashing is mediocre. Nevertheless, Cursing your opponents is still a strong effect, and focusing on buying and playing multiple Familiars as early as possible is often a reasonable choice if there is no way to trash the {{Card|Curse|Curses}}. | ||
− | Familiar is | + | Because it's most impactful when multiple copies are played as early as possible, Familiar is especially disadvantaged by the downside shared by all cards costing {{Cost|P}}, namely that they are slow to acquire because you can generally buy only one per shuffle per {{Card|Potion}} in your deck, and adding multiple {{Card|Potion|Potions}} is not likely to pay off. Effects that let you gain early Familiars in other ways can therefore make the card significantly more attractive. For example, trashing {{Card|Squire}} lets you gain any [[Attack]], while {{Card|Lurker}} or {{Card|Transport}} can also allow you to acquire early Familiars without the need to buy a {{Card|Potion}}. |
− | + | Once the {{Card|Curse|Curses}} run out, Familiar no longer provides any useful effects, making it a good target for [[trash for benefit]] effects (such as {{Event|Advance}}, {{Card|Salvager}}, or notably {{Card|Apprentice}}). | |
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== Versions == | == Versions == | ||
===English versions=== | ===English versions=== |
Revision as of 13:06, 2 November 2021
Familiar | |
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Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Alchemy |
Illustrator(s) | Alex Drummond |
Card text | |
+1 Card +1 Action Each other player gains a Curse. |
Familiar is an Action-Attack from Alchemy. It is a cantrip curser—i.e., it gives opponents Curses and gives you +1 Card and +1 Action. It is the only non-terminal Curser or junking attack, and therefore can be very strong; however, its cost makes it harder to gain than most other Cursers.
Contents |
FAQ
Official FAQ
- You draw a card, get +1 Action, and each other player gains a Curse.
Other Rules clarifications
Strategy
Familiar is a Cursing attack which is easy to play in multiples due to its cantrip nature but expensive and particularly hard to gain in multiples due to its cost. It integrates easily into any kind of deck and distributes Curses very quickly once you have a few copies, but doing this may or may not be worth the set-up opportunity costs, depending on the nature of the Kingdom.
Although it is non-terminal and not itself a stop card, Familiar does not provide any benefit to you when you play it (compared to the draw or that some similar attacks offer), and it does slightly increase your need for draw because it usually requires you to gain a Potion first. A related problem is that a pair of opening purchases tailored towards buying Familiar as early as possible (e.g. Potion and Silver) is often rather vulnerable to the possibility of an unlucky shuffle in which you cannot afford , further delaying your plan for your deck. Since these issues mean it is slow to get online and doesn’t help you further build, Familiar is much less impactful than most Cursers against even moderately fast trashers (such as Forager), heavily countered by the fastest trashers (such as Chapel or Masquerade), and may not have time to pay off in a fast-paced game even if the Curse trashing is mediocre. Nevertheless, Cursing your opponents is still a strong effect, and focusing on buying and playing multiple Familiars as early as possible is often a reasonable choice if there is no way to trash the Curses.
Because it's most impactful when multiple copies are played as early as possible, Familiar is especially disadvantaged by the downside shared by all cards costing Potion in your deck, and adding multiple Potions is not likely to pay off. Effects that let you gain early Familiars in other ways can therefore make the card significantly more attractive. For example, trashing Squire lets you gain any Attack, while Lurker or Transport can also allow you to acquire early Familiars without the need to buy a Potion.
, namely that they are slow to acquire because you can generally buy only one per shuffle perOnce the Curses run out, Familiar no longer provides any useful effects, making it a good target for trash for benefit effects (such as Advance, Salvager, or notably Apprentice).
Versions
English versions
Digital | Text | Release | Date | |
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+1 Card +1 Action Each other player gains a Curse. |
Alchemy 1st Edition | May 2010 | ||
+1 Card +1 Action Each other player gains a Curse. |
Alchemy 2nd Edition | December 2018 |
Other language versions
Trivia
Preview
Secret History
Retrospective