Margrave
(→Trivia) |
(→Trivia) |
||
Line 75: | Line 75: | ||
== Trivia == | == Trivia == | ||
[[Image:MargraveArt.jpg|thumb|right|354px|Official card art.]] | [[Image:MargraveArt.jpg|thumb|right|354px|Official card art.]] | ||
− | + | === Theme === | |
+ | {{Quote | ||
+ | |Text= A margrave is the ruler of a border province. It was a good word to get into the set, wanted to go on an attack, and here was an attack it could go on. There's no real functional connection. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards] | ||
+ | }} | ||
=== Secret History === | === Secret History === | ||
{{Quote | {{Quote | ||
− | |Text=A later set for a long time had an attack that made everyone else discard down to two, then draw a card. Mathematically it seems equivalent to Militia: you discard down to three, then you discard the worst card, which on average is average for your deck, being the middle card out of five; then you draw a card, which on average is average for your deck. That math is tricky but run through it a couple times if you have to. It's the same as Militia. Well in practice it hurts way more than Militia, like you might have thought. Militia lets you keep three cards that could be a fine hand. This only let you keep two, which is rarely enough to have a good plan, and then you draw a random card, which could work out but often does not. Anyway it was around for a long time but eventually died and everyone rejoiced. Vinay Baliga suggested flipping it - they draw one then discard down to three. Sounded good, I tried it, it worked out, there it is. | + | |Text=A later set for a long time had an attack that made everyone else discard down to two, then draw a card. Mathematically it seems equivalent to {{Card|Militia}}: you discard down to three, then you discard the worst card, which on average is average for your deck, being the middle card out of five; then you draw a card, which on average is average for your deck. That math is tricky but run through it a couple times if you have to. It's the same as {{Card|Militia}}. Well in practice it hurts way more than {{Card|Militia}}, like you might have thought. Militia lets you keep three cards that could be a fine hand. This only let you keep two, which is rarely enough to have a good plan, and then you draw a random card, which could work out but often does not. Anyway it was around for a long time but eventually died and everyone rejoiced. Vinay Baliga suggested flipping it - they draw one then discard down to three. Sounded good, I tried it, it worked out, there it is. |
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards] | ||
}} | }} | ||
=== Retrospective === | === Retrospective === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
{{Quote | {{Quote | ||
|Text=Margrave got +1 Buy because something in the set needed +1 Buy and that looked like a reasonable spot at the time. | |Text=Margrave got +1 Buy because something in the set needed +1 Buy and that looked like a reasonable spot at the time. | ||
Line 95: | Line 95: | ||
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=18337.msg749435#msg749435 Fix the worst cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=18337.msg749435#msg749435 Fix the worst cards] | ||
+ | }} | ||
+ | {{Quote | ||
+ | |Text=For me another thing that stands out is, that in multiplayer, you always line up your village and Margrave. I mean you draw your hand, and you don't have village Margrave, damn. And the next player plays village Margrave village Margrave, and you get to dig through some cards. And the next player does it too, and so does the next, so when it's your turn, you at last have your village Margrave draw, so you get to do it too. So we all always do it. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=18337.msg749546#msg749546 Fix the worst cards] | ||
}} | }} | ||
{{Navbox Hinterlands}} | {{Navbox Hinterlands}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 11:16, 23 May 2021
This page is awaiting large-scale edits by the community to meet quality and format standards. The information on this page may be outdated. Join the #wiki-general channel on the Dominion Discord server to participate. |
Margrave | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Joshua Stewart |
Card text | |
+3 Card +1 Buy Each other player draws a card, then discards down to 3 cards in hand. |
Margrave is an Action–Attack from Hinterlands. Margrave's attack generally hurts your opponents less than other discard attacks, and subsequent plays actually help them. However, +3 Cards and +Buy are very nice benefits for both Big Money and engines when played in moderation.
Contents |
FAQ
Official FAQ
- Drawing a card is not optional for the other players.
- A player who only has 3 cards or fewer after drawing does not discard.
Other Rules clarifications
- If the card they draw is a Reaction that triggers on an attack (such as Moat or Caravan Guard), they cannot use it (but they can keep it in their hand to use against a future attack).
Strategy Article
Margrave is a great card for Big Money decks. It combines the general speed of Smithy's card draw, the attack of Militia (almost), oh and it throws in a +buy just in case you need it. It's generally OK to over-invest in Margrave a little bit, especially if your opponent also buys them. You could certainly buy 3, maybe 4, where you'd only want 1 to 2 Smithies, as hitting with the attack becomes a bit more important than the chance of terminal collision.
In engines, Margrave is a trickier beast. Generally the first Margrave will hurt the opponent, but repeated plays of the card can only help, especially if only 3 cards are needed to really kick off an engine. If Margrave is the only card draw, then you likely just have to realize the attack won't do much. But if you can find card draw elsewhere, adding just one or two Margraves for the buy and attack is likely the best move.
Synergies/Combos
- Big Money
- Opponents' Alchemists
- Masquerade
Antisynergies
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+3 Cards. +1 Buy. Each other player draws a card, then discards down to 3 cards in hand. | Hinterlands 1st Edition | October 2011 | ||
+3 Cards. +1 Buy. Each other player draws a card, then discards down to 3 cards in hand. | Hinterlands 2nd Edition | December 2016 |
Other language versions
Trivia
Theme
Secret History
Retrospective