メインコンテンツへ
Catacombs
Basic Info
- Type: Action
- Cost: 5
- Effect: Look at top 3 cards. Either put them into hand, or discard them and draw 3. On trash, gain a cheaper card.
Rating
Terminal +3 Cards with mode-choice. Smithy-plus, with TfB rider on trash. A-tier.
How to Play
Opening: $5 Catacombs. Smithy-equivalent draw with flexibility.
Midgame: Engine staple. +3 draw consistent.
Endgame: Procession / Remodel for trash bonus → cheaper card gain. Province bridging.
Key Combos
- Procession: Catacombs(5) → trash → cheaper gain + 6-cost gain.
- Remodel: Catacombs → Gold.
- Apprentice: Trash for +5 draw.
- Fortress loop fuel.
Synergies
- Procession / Remodel / Apprentice: Trash-bonus.
- Throne: 2 plays = 6 cards seen.
- Smithy / Market / Hunting Grounds: Draw engine.
- Chapel: Thinned deck = perfect Catacombs.
- Gardens: Cheaper gains add VP.
Counters & Bad Matchups
- Terminal-heavy: Catacombs terminal too.
- Inconsistent decks: 3-look may show all bad.
- Low $5 access: No buys.
- Ruins-flooded: Scan reveals Ruins.
Advanced Tips
Take vs Discard choice depends on hand. Engine pieces in top 3 = take. Treasure-heavy = discard and re-draw.
On-trash gain capped at cheaper-than-Catacombs (so $4-, can't reach Province but can reach Gold-tier 5s — wait, must be cheaper, so $4-). Re-checking: yes, $4 max. Still useful for engine pieces.
Procession Catacombs = 2 gains + extra draw + 6-cost gain. Engine endgame.