Cost: $2
Type: Action-Reserve
Text: +1 Card\n+1 Action\nPut this on your Tavern mat.\dAt the start of your turn, you may call this to trash a card from your hand.
Here's a comprehensive strategy guide for Ratcatcher:
Ratcatcher Strategy Guide
Introduction Ratcatcher is a $2 Action-Reserve card from the Adventures expansion that offers both immediate utility and ongoing deck-thinning capability. Its combination of non-terminal draw, flexibility in timing, and powerful trashing ability makes it an excellent opening buy in many kingdoms and remains useful throughout the game.
Basic Mechanics When you play Ratcatcher, you: 1. Draw one card 2. Get +1 Action 3. Place it on your Tavern mat
Once on your Tavern mat, at the start of any of your turns, you can call it to trash a card from your hand. This occurs before your Action phase, giving you important timing advantages.
Key Strengths 1. Non-terminal 2. Low cost ($2) 3. Flexible trashing timing 4. Doesn't take up an Action when trashing 5. Can thin deck even after shuffling 6. Draws a card immediately
Key Weaknesses 1. One-time use for trashing (must be replayed to trash again) 2. Only trashes one card at a time 3. Must have the card you want to trash in your starting hand 4. Competes with other strong $2 cards
Opening Buy Analysis
Ratcatcher is one of the strongest $2 opening buys in the game. Here's why:
Can trash Coppers or Estates on optimal turns
Opening Considerations
When to Open Ratcatcher
Strong Opening Scenarios: 1. No other trashing available 2. Engine-building kingdoms 3. When deck cycling is important 4. With cursing attacks present 5. When competing with other $2 cost cards
Weaker Opening Scenarios: 1. When stronger trashing is available (like Chapel) 2. In very fast kingdoms 3. When $2 costs are critical (like Squire or Masquerade) 4. When immediate trashing is essential
Tactical Usage
Time trashing to maximize efficiency
Mid Game (Turns 6-12)
Time trashing with shuffle timing
Late Game (Turns 13+)
Optimal Trashing Timing
May affect shuffle timing
Key Timing Scenarios
Strategic Synergies
Benefits from being non-terminal
Other Trashers
Apprentice (remove lower cards)
Engine Components
Treasury (deck control)
Payload Cards
Counter-Synergies
Cards that want trash fodder
Rush Strategies
Countering Ratcatcher
Competition for key $2 cards
Tactical Responses
Multiplayer Considerations
Greater need for efficiency
2-Player Games
Kingdom Analysis
Strong Kingdoms: 1. Engine Kingdoms - Multiple villages - Strong draw - Payload components - Action chain requirements
Gold-focused builds
Combo Kingdoms
Weak Kingdoms: 1. Rush Kingdoms - Province rush - Gardens rush - Duke/Duchy - Fast pile-outs
Sample Strategies
Build to Province points
Big Money Variant
Push Provinces
Combo Support
Advanced Techniques
Optimize deck efficiency
Hand Reading
Adjust timing accordingly
Engine Optimization
Common Mistakes to Avoid
Losing tempo
Poor Timing
Inefficient action sequencing
Strategic Errors
Conclusion
Ratcatcher is a versatile and powerful $2 card that offers significant deck improvement capabilities while maintaining tempo through its non-terminal nature. Its flexible timing and consistent utility make it a strong opening choice in many kingdoms, particularly those focused on engine building or requiring precise deck composition.
Key Takeaways: 1. Excellent opening buy 2. Flexible trashing timing 3. Strong engine support 4. Non-terminal advantage 5. Requires careful timing 6. Supports multiple strategies
Success with Ratcatcher comes from understanding: - When to open with it - What and when to trash - How to time its usage - Which strategies it supports - How to maintain economy - When to transition strategies
With proper usage, Ratcatcher can be a cornerstone of many successful strategies, providing consistent deck improvement while maintaining game tempo and supporting various winning approaches.