If it costs or more, each other player gains a Curse. Although Rocks are tailored to complement Catapult’s abilities particularly well, they can be very useful with other trash-for-benefit effects too, e.g. In the occasional game where the Rocks do get revealed, however, they’re usually very attractive, especially since this probably means you have multiple Catapults in your deck to make use of them and the Silvers they gain. In practice, outside multiplayer games, it’s very unlikely that Rocks will have been uncovered, nor is it likely to be worth gaining several more Catapults in order to get to them. Lucky Coin, to repeat the attack every turn without spending a Buy on fodder.Įven better than Silver, in theory, would be Rocks - this is an ideal candidate for trashing, since it activates both components of Catapult’s attack while replenishing your economy and/or your Catapult fodder by gaining Silvers. Occasionally you can make use of a Silver - gainer, e.g. In the absence of such targets, Silvers are usually the best option, especially if you gained some during the early game but now have better sources of in your deck. Although your opponent is likely to be close to deck control too, and therefore able to deal with the Curses easily, this can be an attractive plan if it will tie up their own Catapult in doing so, thus preventing them from attacking, or if you have cards that have outlived their usefulness in any case. Once you have deck control and your Coppers are gone, you might consider Cursing your opponent by Catapulting more expensive cards, if you can spare them. Obtaining a second Catapult in the early game is unusual, but can be viable if there’s strong draw and your terminal space allows, especially if you have additional non- Treasure junk to trash too. if it lets you afford an important card that turn, or you know through careful tracking of your opponent’s deck that the attack will have minimal impact). Missing an opportunity to attack your opponent by trashing an Estate instead might give them an opening to afford more expensive cards and begin to improve their deck more quickly than you can, but may still be worth it in some situations (e.g. Raze ), the overall effect is to reduce your total purchasing power without getting rid of your most useless cards. Thus, unless Catapult can be paired with a better Estate trasher (e.g. Additionally, Catapult is a terminal stop card that reduces your own hand size by two when played, is slow at trashing, and is best used to get rid of Coppers rather than Estates (in order to attack). This is partly because all players are likely to be attacking with Catapult, so everyone is operating with reduced hand sizes. In two-player games, the Rocks in the bottom half of this pile see play only rarely, but they function as excellent Catapult fodder in the few games in which they’re uncovered.Ĭatapult’s primary effect is typically to slow down progress in the early game significantly. It’s often an essential choice in the opening, especially when building an engine in a Kingdom without stronger trashing options, and can remain helpful throughout the game. Unlike Followers (where one player gains the Curse and discards before the next player does so), the other players first gain the Curse in turn order, and then the other players discard cards in turn order.Ĭatapult is a cheap and useful card that combines thinning with a strong Attack.If you have no cards in hand left to trash, neither thing happens.Silver ), both things happen if it is neither, neither thing happens. If the card you trash is a treasure, each other player discards down to 3 cards in hand if the card you trash costs or more, each other player gains a Curse if it is both (e.g.
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