Lookout
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{{Infobox Card | {{Infobox Card | ||
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− | {{Card|Lookout}} is an [[Action]] card from [[Seaside]]. When you play Lookout, you look at the top 3 cards of your deck and pick one to trash, one to discard, and one to put back | + | {{Card|Lookout}} is an [[Action]] card from [[Seaside]]. When you play Lookout, you look at the top 3 cards of your deck and pick one to trash, one to discard, and one to put back. |
== FAQ == | == FAQ == | ||
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* The three cards you look at are not considered to still be the top cards of your deck ''while'' you are resolving Lookout. Thus, for example, if you trash a card with an on-trash draw bonus, such as {{Card|Overgrown Estate}}, you will not draw one of the remaining two cards you're looking at, but rather the next one down. | * The three cards you look at are not considered to still be the top cards of your deck ''while'' you are resolving Lookout. Thus, for example, if you trash a card with an on-trash draw bonus, such as {{Card|Overgrown Estate}}, you will not draw one of the remaining two cards you're looking at, but rather the next one down. | ||
− | == Strategy | + | == Strategy == |
− | + | Lookout is a [[non-terminal]] [[trasher]] that also provides a small amount of [[sifter|sifting]]. It’s most beneficial in the early game when the majority of your deck consists of [[junk]]; later plays become increasingly risky unless you have a way to know or set up what’s on top of your deck. | |
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− | Lookout is | + | |
− | Lookout | + | Lookout is a [[stop card]] that trashes only one card at a time and provides no [[trash-for-benefit|benefit]] in exchange, so even at the start of the game when you can be sure of revealing at least one card you want to trash, it’s often outclassed by either a faster trasher (e.g. {{Card|Steward}}) or one that improves your current turn (e.g. {{Card|Salvager}}). However, it does have some advantages in the [[opening]]: it’s non-terminal, so potential [[collision]] isn’t a problem when you pair it with a terminal like {{Card|Cargo Ship}}; it trashes from your deck rather than your hand, increasing the chance that you can both play it and afford to buy something useful on the same turn; and it provides some helpful early [[cycling]] as well, since you can discard a card in addition to trashing one. One common issue to be aware of when opening with Lookout is that if you have a 12-card deck at the end of turn 2 and draw your Lookout on turn 4, you’ll trigger a [[reshuffle|shuffle]] by playing it. This can be beneficial if on turn 3 you played your other opening purchase and/or bought a good card, as your newly triggered shuffle will contain those turn 3 cards, but you should keep in mind the probable shuffle trigger when considering your purchases on turns 3 and 4, particularly in deciding when to add more terminals. Sometimes, if you anticipate a junky game (e.g. with {{Card|Mountebank}}) and no better [[thinning]] is available, it may be reasonable to get two Lookouts. |
− | + | As the game progresses and junk makes up a smaller proportion of your deck, Lookout requires you to pay increasingly careful attention to the contents of your remaining deck, so that you can be confident of revealing a desirable trashing target when you play it. Deciding when to play Lookout during your turn can involve trade-offs: for example, playing it before a [[cantrip]] or [[draw]] card allows you to benefit from the sifting effect by leaving the card that you most want to draw next on top, while playing it later in the turn might leave you with a better chance of revealing cards you want to trash—although it could also leave you unable to play Lookout at all, if you draw those trashing targets. Occasionally, trashing is difficult enough and the value of doing so is high enough that it’s worth playing Lookout even when there’s a relatively high chance you’ll be forced to trash a good card. | |
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− | + | Lookout’s value in the midgame and onwards is much higher in the presence of effects that allow you to inspect or control the contents of the top of your deck. For example, it makes for a good defence against {{Card|Sea Hag}} (which leaves its {{Card|Curse}} on top of your deck), while cards like {{Card|Secret Passage}} allow you to return junk that you already have in hand to the top of your deck and then trash it with Lookout. Once you can draw your deck, you can also make use of [[discard for benefit|discarding]] effects for this purpose: for example, you might play {{Card|Oasis}} to draw the last card of your deck, discard a {{Card|Curse}}, and then play Lookout, triggering a single-card shuffle and trashing the {{Card|Curse}}. Lookout itself also provides topdeck inspection (and a small amount of control), which can be useful if you’re playing a second Lookout or making use of another effect (e.g. {{Card|Vassal}} or {{Card|Chariot Race}}) that interacts with the top card. | |
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== Versions == | == Versions == |
Revision as of 13:46, 21 September 2021
Lookout | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Seaside |
Illustrator(s) | Alejandro Gutiérrez Franco |
Card text | |
+1 Action Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one back on top of your deck. |
Lookout is an Action card from Seaside. When you play Lookout, you look at the top 3 cards of your deck and pick one to trash, one to discard, and one to put back.
Contents |
FAQ
Official FAQ
- You do the things in order - first trash one of the cards, then discard one, then put the last one on top of your deck.
- So if there is only one card (even after shuffling), you trash it, and if there are only 2 cards, you trash one then discard the other.
Other Rules clarifications
- Resolve any on-trash effects of the trashed card before discarding the next card, and resolve any on-discard effects of the discarded card before putting back the last card.
- The three cards you look at are not considered to still be the top cards of your deck while you are resolving Lookout. Thus, for example, if you trash a card with an on-trash draw bonus, such as Overgrown Estate, you will not draw one of the remaining two cards you're looking at, but rather the next one down.
Strategy
Lookout is a non-terminal trasher that also provides a small amount of sifting. It’s most beneficial in the early game when the majority of your deck consists of junk; later plays become increasingly risky unless you have a way to know or set up what’s on top of your deck.
Lookout is a stop card that trashes only one card at a time and provides no benefit in exchange, so even at the start of the game when you can be sure of revealing at least one card you want to trash, it’s often outclassed by either a faster trasher (e.g. Steward) or one that improves your current turn (e.g. Salvager). However, it does have some advantages in the opening: it’s non-terminal, so potential collision isn’t a problem when you pair it with a terminal like Cargo Ship; it trashes from your deck rather than your hand, increasing the chance that you can both play it and afford to buy something useful on the same turn; and it provides some helpful early cycling as well, since you can discard a card in addition to trashing one. One common issue to be aware of when opening with Lookout is that if you have a 12-card deck at the end of turn 2 and draw your Lookout on turn 4, you’ll trigger a shuffle by playing it. This can be beneficial if on turn 3 you played your other opening purchase and/or bought a good card, as your newly triggered shuffle will contain those turn 3 cards, but you should keep in mind the probable shuffle trigger when considering your purchases on turns 3 and 4, particularly in deciding when to add more terminals. Sometimes, if you anticipate a junky game (e.g. with Mountebank) and no better thinning is available, it may be reasonable to get two Lookouts.
As the game progresses and junk makes up a smaller proportion of your deck, Lookout requires you to pay increasingly careful attention to the contents of your remaining deck, so that you can be confident of revealing a desirable trashing target when you play it. Deciding when to play Lookout during your turn can involve trade-offs: for example, playing it before a cantrip or draw card allows you to benefit from the sifting effect by leaving the card that you most want to draw next on top, while playing it later in the turn might leave you with a better chance of revealing cards you want to trash—although it could also leave you unable to play Lookout at all, if you draw those trashing targets. Occasionally, trashing is difficult enough and the value of doing so is high enough that it’s worth playing Lookout even when there’s a relatively high chance you’ll be forced to trash a good card.
Lookout’s value in the midgame and onwards is much higher in the presence of effects that allow you to inspect or control the contents of the top of your deck. For example, it makes for a good defence against Sea Hag (which leaves its Curse on top of your deck), while cards like Secret Passage allow you to return junk that you already have in hand to the top of your deck and then trash it with Lookout. Once you can draw your deck, you can also make use of discarding effects for this purpose: for example, you might play Oasis to draw the last card of your deck, discard a Curse, and then play Lookout, triggering a single-card shuffle and trashing the Curse. Lookout itself also provides topdeck inspection (and a small amount of control), which can be useful if you’re playing a second Lookout or making use of another effect (e.g. Vassal or Chariot Race) that interacts with the top card.
Versions
English versions
Digital | Text | Release | Date | |
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+1 Action. Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck. | Seaside 1st Edition | October 2009 | ||
+1 Action. Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one back on top of your deck. | Seaside 2nd Edition | July 2017 |
Other language versions
Trivia
Secret History
Relevant outtakes
Retrospective