However, Cultist can still draw other Action cards dead, and since it often creates sloggy games in which you don't have good deck control, the chance of being able to play a village before your Cultists may be relatively slim. This means that Cultist cannot draw another copy dead and drawing multiple Cultists in the same hand is usually beneficial, rather than a detrimental terminal collision. The fact that multiple Cultists can be chained allows you to play as many as you draw without needing a village. More marginally, the negative impact of Ruins on deck control is mitigated or counteracted by effects like Museum or Scrying Pool. The most important of these, and therefore the most likely to make the Cultist attack counterproductive, are those that provide ways to remove Action cards from your deck in exchange for a strong benefit, including Way of the Horse, Necromancer, and Advance. However, there are a few effects that either reduce the negative impact of Ruins or turn gaining them into an actively attractive prospect. If the Kingdom offers no Attack immunity and ways to thin Ruins are absent or weak, Cultist is often centralizing: obtaining multiple early copies and playing them frequently is generally a high priority, and the game is likely to become a slog. The card’s overall impact depends heavily on the strength of that attack, which is modulated by the available thinning and (sometimes critically) by other effects that interact with the distributed Ruins. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.Ĭultist is a chainable terminal draw card whose junking attack is often strong.This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours.When you trash a Cultist, you draw three cards.Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it.It can be one you just drew from playing Cultist, or one you already had in your hand. After giving out Ruins, you may play another Cultist from your hand.If the Ruins pile runs out, players stop gaining them at that point.Go in turn order starting to your left each player takes the top Ruins, revealing the next one each time.When you play this, you draw two cards, then each other player gains a Ruins.
0 Comments
Leave a Reply. |