Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Eran of Arcadia on June 16, 2013, 04:00:17 pm

Title: The value of a pure cantrip
Post by: Eran of Arcadia on June 16, 2013, 04:00:17 pm
I have been wondering, what would be the value of a card that is no more than +1 card, +1 action?

I don't mean, what would it cost. At $2 it is strictly worse than Pearl Diver and Pawn, and worse than Vagrant in all but a few edge cases (involving Taxman and the like). And I don't mean, when do you play it. Obviously, if it's in your hand, you need to play it.

But when would it be better to draw it, then play it to draw the next card, than it would be to not have it and simply draw the next card directly? I can think of 3 cases:

1. To help activate Conspirator.
2. To make Peddler cheaper.
3. With Throne Room/King's Court/Procession.

Are there any other combos that would benefit?
Title: Re: The value of a pure cantrip
Post by: dondon151 on June 16, 2013, 04:10:56 pm
If you reveal it with Herald or Golem, you net an extra Action.
If it occupies a slot in your hand, it can help Menagerie.
You can trash it to Death Cart instead of a better Action.
If you use Possession on an opponent and want to trigger a terrible reshuffle if his bad cards are in the discard pile.

(Also, if it's in your hand, you don't need to play it.)
Title: Re: The value of a pure cantrip
Post by: Awaclus on June 16, 2013, 04:12:29 pm
Your opponent is Pillaging you and doesn't know if or not you will draw a good card.

EDIT: Didn't read properly. This isn't a reason why you'd want to play it, but it's a reason why you want it in your hand.
Title: Re: The value of a pure cantrip
Post by: Eran of Arcadia on June 16, 2013, 04:19:26 pm
(Also, if it's in your hand, you don't need to play it.)

I figured that was almost certainly true, but couldn't think of any cases you wouldn't want to at some point on your turn.
Title: Re: The value of a pure cantrip
Post by: Tables on June 16, 2013, 04:29:31 pm
Reshuffle control is the most universal one.

He're the thing that I wonder. Let's say that there was a kingdom card that was this. It costs very little - $0, perhaps, or $1. All it has is, +1 card, +1 action, and an on buy effect, which is when you buy it, you may gain up to 4 additional copies of it. Let's also say the kingdom pile is exceptionally large, 50 cards say. How often is it a good thing for your deck to pick these up with spare money, and how often is it a bad thing?

I suspect it's bad a lot more often than it's good - it clashes with terminal draw, with opponent's discard effects, all the other things we've noted in this thread and in the past. It's good sides - draw control, activation of things like Peddler, Conspirator, Throne Room, I think are more situational.
Title: Re: The value of a pure cantrip
Post by: brokoli on June 16, 2013, 04:30:00 pm
(Also, if it's in your hand, you don't need to play it.)

I figured that was almost certainly true, but couldn't think of any cases you wouldn't want to at some point on your turn.
Trash for benefit !
Also, if you don't want to trigger a reshuffle.
Title: Re: The value of a pure cantrip
Post by: Powerman on June 16, 2013, 04:31:02 pm
AMAZING with Scrying Pool.
Title: Re: The value of a pure cantrip
Post by: DG on June 16, 2013, 04:39:43 pm
All cards have an asset value based on their cost that can be with various trashing cards, such as remodel. A cheap card to gain could also be useful when using a haggler or develop, for instance.
Title: Re: The value of a pure cantrip
Post by: dondon151 on June 16, 2013, 04:47:15 pm
He're the thing that I wonder. Let's say that there was a kingdom card that was this. It costs very little - $0, perhaps, or $1. All it has is, +1 card, +1 action, and an on buy effect, which is when you buy it, you may gain up to 4 additional copies of it. Let's also say the kingdom pile is exceptionally large, 50 cards say. How often is it a good thing for your deck to pick these up with spare money, and how often is it a bad thing?

Hoooly crap Vineyards.
Title: Re: The value of a pure cantrip
Post by: SirPeebles on June 16, 2013, 05:16:04 pm
and to a lesser extent, Gardens.
Title: Re: The value of a pure cantrip
Post by: Tables on June 16, 2013, 05:21:18 pm
He're the thing that I wonder. Let's say that there was a kingdom card that was this. It costs very little - $0, perhaps, or $1. All it has is, +1 card, +1 action, and an on buy effect, which is when you buy it, you may gain up to 4 additional copies of it. Let's also say the kingdom pile is exceptionally large, 50 cards say. How often is it a good thing for your deck to pick these up with spare money, and how often is it a bad thing?

Hoooly crap Vineyards.

Knew there would be one big thing I missed. Eh. Add a condition that says at the end of the game, but before scoring, you trash it. Or just ignore the Vineyard/Gardens interaction.
Title: Re: The value of a pure cantrip
Post by: SirPeebles on June 16, 2013, 05:23:53 pm
+1 for having 666 respect
Title: Re: The value of a pure cantrip
Post by: Archetype on June 16, 2013, 06:29:06 pm
+1 for having 667 respect
Title: Re: The value of a pure cantrip
Post by: Tables on June 16, 2013, 06:32:06 pm
Man, and people say respect has meaning...
Title: Re: The value of a pure cantrip
Post by: Eran of Arcadia on June 16, 2013, 06:49:24 pm
For a little while, I had more respect than total posts.

Ah well, it was nice while it lasted.
Title: Re: The value of a pure cantrip
Post by: SirPeebles on June 16, 2013, 06:52:46 pm
One day you'll have a 1337 number of posts, like me.
Title: Re: The value of a pure cantrip
Post by: markusin on June 16, 2013, 08:12:13 pm
Cantrips allow you to make better use of your deck inspection cards (spy, wandering minstrel, lookout etc.) When those kinds of cards are played before cantrip then instead of the cantrips just drawing the cards that they replaced when played, they can possibly draw other cards.
Title: Re: The value of a pure cantrip
Post by: SirPeebles on June 16, 2013, 08:20:35 pm
Cantrips allow you to make better use of your deck inspection cards (spy, wandering minstrel, lookout etc.) When those kinds of cards are played before cantrip then instead of the cantrips just drawing the cards that they replaced when played, they can possibly draw other cards.

But they can also be worse when your Cartographer reveals four pure cantrips.

Edit:  In this case your Cartographer was nothing more than... a pure cantrip itself!  Dun dun dun!! (and may have triggered a reshuffle, yes)
Title: Re: The value of a pure cantrip
Post by: liopoil on June 16, 2013, 09:17:31 pm
a big one: to draw a card which you topdecked earlier that turn, through gainer+watchtower, scavenger, develop, treasure map, etc.
Title: Re: The value of a pure cantrip
Post by: werothegreat on June 16, 2013, 09:43:55 pm
I think a pure cantrip would have to cost $1.  That said, having it as a kingdom card would be beyond silly.  So, I propose:

Inventor
Action - $4

+1 Action
+$1

Gain a Thingamajig from the Thingamajig pile.  You may play a Thingamajig from your hand.


Thingamajig
Action - $1*

+1 Card
+1 Action

(This is not in the Supply.)
Title: Re: The value of a pure cantrip
Post by: Awaclus on June 17, 2013, 12:50:44 am
I think a pure cantrip would have to cost $1.
IMO it would be correctly costed at $0.
Title: Re: The value of a pure cantrip
Post by: werothegreat on June 17, 2013, 01:37:22 am
I think a pure cantrip would have to cost $1.
IMO it would be correctly costed at $0.

But then it's strictly better than both Ruined Village and Ruined Library.
Title: Re: The value of a pure cantrip
Post by: SirPeebles on June 17, 2013, 01:41:56 am
I think a pure cantrip would have to cost $1.
IMO it would be correctly costed at $0.

But then it's strictly better than both Ruined Village and Ruined Library.

I can't tell if this is a joke or not.   :o
Title: Re: The value of a pure cantrip
Post by: sudgy on June 17, 2013, 01:52:18 am
I think a pure cantrip would have to cost $1.  That said, having it as a kingdom card would be beyond silly.  So, I propose:

Inventor
Action - $4

+1 Action
+$1

Gain a Thingamajig from the Thingamajig pile.  You may play a Thingamajig.


Thingamajig
Action - $1*

+1 Card
+1 Action

(This is not in the Supply.)

Do the Inventor play the Thingamajigs from your hand?  (THINGAMAJIG IS A WORD?!?)
Title: Re: The value of a pure cantrip
Post by: werothegreat on June 17, 2013, 02:17:14 am
I think a pure cantrip would have to cost $1.  That said, having it as a kingdom card would be beyond silly.  So, I propose:

Inventor
Action - $4

+1 Action
+$1

Gain a Thingamajig from the Thingamajig pile.  You may play a Thingamajig.


Thingamajig
Action - $1*

+1 Card
+1 Action

(This is not in the Supply.)

Do the Inventor play the Thingamajigs from your hand?  (THINGAMAJIG IS A WORD?!?)

Yes, that should be "from your hand."  And yes, "thingamajig" is a word.
Title: Re: The value of a pure cantrip
Post by: Davio on June 17, 2013, 05:44:38 am
Pure cantrips just can't cost $0 because they would be strictly better than some Ruins.
And they can't cost $2 because of Pawn.

This leaves $1, which makes it indeed silly to have as a regular kingdom card. Placing it out of the Supply is the obvious solution, but man, how many cards not part of the supply can we have?
Title: Re: The value of a pure cantrip
Post by: Gveoniz on June 17, 2013, 06:32:35 am
Pure cantrips just can't cost $0 because they would be strictly better than some Ruins.
Ruins and Curses are junk cards, I think card can be superior than them as they won't be bought in normal case. For example, Copper is (usually) superior to Curse and Ruined Mine but do not cost much problem. And if card are not in the supply , it cannot be compared to normal cards,  trusty steed is clearly better than ruins but it cost 0.
Title: Re: The value of a pure cantrip
Post by: Vermillion on June 21, 2013, 04:49:38 am
It would also have a lot of drawbacks, as in cases when you're drawing dead.

I suppose that after 200+ cards were created, there is a real reason that one wasn't; it's like the most neutral card there that, on average, has just as many drawbacks (drawing dead) as it does benefits (peddler, deck size cards, etc.)