Terminal draw
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'''Terminal draw''' cards—[[Action]] cards that increase the number of cards in hand but [[terminal|do not provide +Action]]—can be a core component of both [[engine]] and [[Big Money]] strategies. In Big Money games, terminal draw cards can put large numbers of [[Treasure]] cards in hand and increase buying power; in engines, when supplied with sufficient [[villages]], terminal draw cards can provide the large handsize necessary to line up cards and execute combos. In both cases terminal draw aids deck [[cycling]], helping new buys get shuffled into the deck sooner. | '''Terminal draw''' cards—[[Action]] cards that increase the number of cards in hand but [[terminal|do not provide +Action]]—can be a core component of both [[engine]] and [[Big Money]] strategies. In Big Money games, terminal draw cards can put large numbers of [[Treasure]] cards in hand and increase buying power; in engines, when supplied with sufficient [[villages]], terminal draw cards can provide the large handsize necessary to line up cards and execute combos. In both cases terminal draw aids deck [[cycling]], helping new buys get shuffled into the deck sooner. | ||
− | The chief danger of terminal draw cards is their ability to draw other Action cards [[dead]] | + | The chief danger of terminal draw cards is their ability to draw other Action cards you are unable to play; these Action cards are said to be drawn [[dead]]. |
Terminals that provide +3 Cards or more are sometimes referred to as {{Card|Smithy}} variants, after the simplest [[vanilla]] terminal draw card. | Terminals that provide +3 Cards or more are sometimes referred to as {{Card|Smithy}} variants, after the simplest [[vanilla]] terminal draw card. | ||
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== List of terminal draw cards == | == List of terminal draw cards == | ||
Cards in italics have been [[Removed cards|removed]]. | Cards in italics have been [[Removed cards|removed]]. | ||
− | === Cards providing +3 | + | === Cards providing +3 Cards or more === |
* [[Dominion (base set)|Dominion]]: {{Card|Council Room}}, {{Card|Smithy}} | * [[Dominion (base set)|Dominion]]: {{Card|Council Room}}, {{Card|Smithy}} | ||
* [[Intrigue]]: {{Card|Nobles}} (''optional''), {{card|Patrol}}, {{Card|Torturer}} | * [[Intrigue]]: {{Card|Nobles}} (''optional''), {{card|Patrol}}, {{Card|Torturer}} | ||
+ | * [[Seaside]]: {{Card|Wharf}} (gives +2 Cards twice) | ||
* [[Prosperity]]: {{Card|Rabble}} | * [[Prosperity]]: {{Card|Rabble}} | ||
* [[Hinterlands]]: {{Card|Margrave}} | * [[Hinterlands]]: {{Card|Margrave}} | ||
+ | ** {{Card|Crossroads}} (dependent on the number of [[Victory]] cards in hand) is [[non-terminal]] the first time it is played each turn | ||
* [[Dark Ages]]: {{Card|Catacombs}}, {{Card|Hunting Grounds}} | * [[Dark Ages]]: {{Card|Catacombs}}, {{Card|Hunting Grounds}} | ||
* [[Guilds]]: {{Card|Journeyman}} | * [[Guilds]]: {{Card|Journeyman}} | ||
* [[Adventures]]: {{Card|Ranger}} | * [[Adventures]]: {{Card|Ranger}} | ||
+ | ** {{Card|Haunted Woods}} and {{Card|Hireling}} are terminal the turn they are played, but have future-turn effects that resemble [[non-terminal draw]] | ||
* [[Empires]]: {{Card|Royal Blacksmith}} (if you have 2 or fewer {{Card|Copper|Coppers}} in hand after drawing), {{card|Wild Hunt}} | * [[Empires]]: {{Card|Royal Blacksmith}} (if you have 2 or fewer {{Card|Copper|Coppers}} in hand after drawing), {{card|Wild Hunt}} | ||
* [[Nocturne]]: {{card|Pooka}}, {{Card|Tragic Hero}}, {{card|Werewolf}} | * [[Nocturne]]: {{card|Pooka}}, {{Card|Tragic Hero}}, {{card|Werewolf}} | ||
* [[Promo]]: {{Card|Envoy}}, {{Card|Avanto}} (if you don't have a {{Card|Sauna}} in hand) | * [[Promo]]: {{Card|Envoy}}, {{Card|Avanto}} (if you don't have a {{Card|Sauna}} in hand) | ||
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=== Small draw with filtering === | === Small draw with filtering === | ||
− | These cards only provide a total of | + | These cards only provide a total of 2 cards, but allow some filtering or sifting to help you draw the cards you want. |
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− | {{Card| | + | * [[Dominion]]: ''{{Card|Adventurer}}'' |
+ | * [[Intrigue]]: {{Card|Courtyard}} | ||
+ | * [[Hinterlands]]: {{Card|Embassy}}, {{Card|Oracle}} | ||
+ | * [[Empires]]: {{Card|Royal Blacksmith}} (with 3 or more Coppers in hand after drawing) | ||
− | + | === Cards providing +2 Cards === | |
+ | These cards' principal functions are something other than terminal draw. They provide +2 Cards as an additional (usually [[vanilla]]) bonus to ensure their effects are balanced and competitive with other cards at the same price. | ||
− | {{card| | + | * [[Dominion]]: {{Card|Moat}}, {{Card|Witch}} |
+ | * [[Intrigue]]: {{Card|Masquerade}}, {{Card|Steward}} (''optional''), {{card|Diplomat}} (''sometimes non-terminal'') | ||
+ | * [[Seaside]]: {{Card|Ghost Ship}} | ||
+ | ** {{Card|Wharf}} could arguably be placed in this category as well | ||
+ | * [[Prosperity]]: {{Card|Vault}} | ||
+ | * [[Cornucopia]]: {{Card|Followers}}, {{Card|Trusty Steed}} (''optional'', and rarely used as a terminal) | ||
+ | ** {{Card|Young Witch}} gives +2 Cards but also discards two cards | ||
+ | * [[Dark Ages]]: {{Card|Cultist}}, {{Card|Sir Destry}} | ||
+ | ** {{Card|Mercenary}} gives +2 Cards but also trashes two cards | ||
+ | * [[Adventures]]: {{Card|Warrior}}, {{Card|Gear}} | ||
+ | * [[Nocturne]]: {{Card|Faithful Hound}}, {{card|Imp}} (dependent on your card in hand and in play) | ||
+ | * [[Empires]] | ||
+ | ** {{Card|Enchantress}} is terminal the turn it is played, but has next-turn effects that resemble [[non-terminal draw]] | ||
+ | * [[Renaissance]]: {{Card|Silk Merchant}}, {{Card|Recruiter}} | ||
+ | ** Both Renaissance cards provide ways of getting [[Villager]]s, which may be used to make them [[non-terminal]] | ||
=== Targeted handsize === | === Targeted handsize === | ||
Three terminal Actions draw up to a specified handsize. These are especially useful against [[handsize attack|handsize attacks]] or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as {{Card|Festival}} and {{Card|Hamlet}}. | Three terminal Actions draw up to a specified handsize. These are especially useful against [[handsize attack|handsize attacks]] or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as {{Card|Festival}} and {{Card|Hamlet}}. | ||
− | * Dominion: {{Card|Library}}—up to 7, making it similar to a Smithy variant in Big Money | + | * [[Dominion]]: {{Card|Library}}—up to 7, making it similar to a {{Card|Smithy}} variant in [[Big Money]] |
− | * Prosperity: {{Card|Watchtower}}—up to 6, making it like a +2 | + | * [[Prosperity]]: {{Card|Watchtower}}—up to 6, making it like a +2 Cards effect in Big Money |
− | * Hinterlands: {{Card|Jack of all Trades}}—up to 5, making it not a handsize increaser (though still useful for other reasons!) in Big Money without | + | * [[Hinterlands]]: {{Card|Jack of all Trades}}—up to 5, making it not a handsize increaser (though still useful for other reasons!) in Big Money without [[Attack]]s |
− | * Renaissance: {{Card|Scholar}}—discards your hand and draws 7 cards | + | * [[Renaissance]]: {{Card|Scholar}}—discards your hand and draws 7 cards |
{{Navbox card categories}} | {{Navbox card categories}} | ||
[[Category:Terminality]] | [[Category:Terminality]] |
Revision as of 05:37, 26 September 2018
Terminal draw cards—Action cards that increase the number of cards in hand but do not provide +Action—can be a core component of both engine and Big Money strategies. In Big Money games, terminal draw cards can put large numbers of Treasure cards in hand and increase buying power; in engines, when supplied with sufficient villages, terminal draw cards can provide the large handsize necessary to line up cards and execute combos. In both cases terminal draw aids deck cycling, helping new buys get shuffled into the deck sooner.
The chief danger of terminal draw cards is their ability to draw other Action cards you are unable to play; these Action cards are said to be drawn dead.
Terminals that provide +3 Cards or more are sometimes referred to as Smithy variants, after the simplest vanilla terminal draw card.
Contents |
List of terminal draw cards
Cards in italics have been removed.
Cards providing +3 Cards or more
- Dominion: Council Room, Smithy
- Intrigue: Nobles (optional), Patrol, Torturer
- Seaside: Wharf (gives +2 Cards twice)
- Prosperity: Rabble
- Hinterlands: Margrave
- Crossroads (dependent on the number of Victory cards in hand) is non-terminal the first time it is played each turn
- Dark Ages: Catacombs, Hunting Grounds
- Guilds: Journeyman
- Adventures: Ranger
- Haunted Woods and Hireling are terminal the turn they are played, but have future-turn effects that resemble non-terminal draw
- Empires: Royal Blacksmith (if you have 2 or fewer Coppers in hand after drawing), Wild Hunt
- Nocturne: Pooka, Tragic Hero, Werewolf
- Promo: Envoy, Avanto (if you don't have a Sauna in hand)
Small draw with filtering
These cards only provide a total of 2 cards, but allow some filtering or sifting to help you draw the cards you want.
- Dominion: Adventurer
- Intrigue: Courtyard
- Hinterlands: Embassy, Oracle
- Empires: Royal Blacksmith (with 3 or more Coppers in hand after drawing)
Cards providing +2 Cards
These cards' principal functions are something other than terminal draw. They provide +2 Cards as an additional (usually vanilla) bonus to ensure their effects are balanced and competitive with other cards at the same price.
- Dominion: Moat, Witch
- Intrigue: Masquerade, Steward (optional), Diplomat (sometimes non-terminal)
- Seaside: Ghost Ship
- Wharf could arguably be placed in this category as well
- Prosperity: Vault
- Cornucopia: Followers, Trusty Steed (optional, and rarely used as a terminal)
- Young Witch gives +2 Cards but also discards two cards
- Dark Ages: Cultist, Sir Destry
- Mercenary gives +2 Cards but also trashes two cards
- Adventures: Warrior, Gear
- Nocturne: Faithful Hound, Imp (dependent on your card in hand and in play)
- Empires
- Enchantress is terminal the turn it is played, but has next-turn effects that resemble non-terminal draw
- Renaissance: Silk Merchant, Recruiter
- Both Renaissance cards provide ways of getting Villagers, which may be used to make them non-terminal
Targeted handsize
Three terminal Actions draw up to a specified handsize. These are especially useful against handsize attacks or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as Festival and Hamlet.
- Dominion: Library—up to 7, making it similar to a Smithy variant in Big Money
- Prosperity: Watchtower—up to 6, making it like a +2 Cards effect in Big Money
- Hinterlands: Jack of all Trades—up to 5, making it not a handsize increaser (though still useful for other reasons!) in Big Money without Attacks
- Renaissance: Scholar—discards your hand and draws 7 cards