Charm
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Charm (Empires)

Cost: $5

Type: Treasure

Text: When you play this, choose one: +1 Buy and +2 Coins; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.

Strategy Review

Here's a comprehensive strategy guide for Charm:

Charm Strategy Guide

Introduction: Charm is a flexible $5-cost treasure from Empires that offers two distinct modes: a simple economic boost (+$2 and +1 Buy) or a powerful gaining effect (gain an additional card of the same cost when buying). This dual-nature makes it one of the more interesting treasures in Dominion, requiring careful decision-making both in when to acquire it and how to use it.

Basic Characteristics: - $5 cost makes it compete with other important kingdom cards - Flexible choice between two useful effects - Non-terminal (doesn't use up actions) - Can potentially gain two cards for one buy - Works well in both engine and big money strategies

Core Uses:

  1. Mode 1: +$2 and +1 Buy
  2. Similar to Silver plus a Buy
  3. Useful when you need the extra Buy for your turn
  4. Helps hit important price points
  5. More flexible than Silver due to the option
  6. Can enable multiple purchases in big money strategies

  7. Mode 2: Double Gain Effect

  8. Gains an additional card of the same cost as your purchase
  9. Must be a different name than the bought card
  10. Extremely powerful when there are multiple good cards at the same cost
  11. Can accelerate deck building significantly
  12. Doesn't require an extra Buy to get two cards

Key Decision Points:

  1. When to Buy Charm:
  2. Early game ($5 opening):
  3. Strong if multiple good $3-$4 cards exist
  4. Decent if you need extra Buys
  5. Competes with other important $5 cards
  6. Usually better than Silver

  7. Mid game:

  8. Better when you can afford multiple purchases
  9. Valuable if planning to gain multiple copies of key cards
  10. Good support for engines needing extra Buys

  11. Late game:

  12. Less valuable unless needed for specific combos
  13. Can help with gathering Victory cards
  14. Useful for prix-fixing strategies

  15. Which Mode to Choose:

  16. Consider your current turn's needs:
  17. Available money
  18. Desired purchases
  19. Cards at same price points
  20. Engine requirements

Specific Strategies:

  1. Engine Building with Charm:

Charm excels in engine building for several reasons: - Can gain multiple engine pieces quickly - Provides extra Buy when needed - Flexible enough to support different phases of engine construction

Key considerations: a) Early game: - Use double gain to acquire key engine pieces - Get multiple components at same cost level - Build engine density quickly

b) Mid game: - Switch between modes as needed - Support engine with extra Buys - Continue gaining key cards efficiently

c) Late game: - Help convert engine into Victory points - Enable multiple Victory card purchases - Support end-game rushing strategies

  1. Big Money Variants:

Charm can enhance traditional Big Money strategies: - Provides better flexibility than Silver - Enables multiple purchases efficiently - Can gain both treasure and support cards

Considerations: - Number of Charms to buy (usually 2-3) - Balance with other treasures - Timing of mode selection

  1. Rush Strategies:

Charm supports rush strategies effectively: - Quick gaining of multiple cards - Extra Buy when needed - Efficient conversion to Victory cards

Key aspects: - Timing of Charm acquisition - Balancing economy vs. gaining - Coordinating with other rush elements

Specific Card Combinations:

  1. Strong Synergies:

a) Cost Reducers: - Bridge - Highway - Bridge Troll These make Charm's double-gain more flexible by enabling gains at different price points.

b) Gainers: - Workshop - Artificer - Engineer Can work together for powerful gaining turns

c) Card Cost Matters: - Overlord - Band of Misfits - Copy These benefit from having multiple cards at same cost

  1. Support Cards:

a) Trashing: - Chapel - Steward - Ambassador Help thin deck to make Charm more reliable

b) Draw: - Laboratory - Smithy - Council Room Help find Charm when needed

  1. Counter Synergies:

Cards that work poorly with Charm: - Terminal draw without +Actions - Cards that require specific timing - Cards that conflict with treasure playing

Timing and Positioning:

  1. Opening ($5/$2):
  2. Consider Charm if:
  3. Multiple good $3-$4 cards available
  4. Need extra Buys early
  5. Can support both money and engine strategies

  6. Early Game:

  7. Focus on using double-gain effectively
  8. Build economy and engine pieces
  9. Establish card gaining pattern

  10. Mid Game:

  11. Balance modes based on needs
  12. Support engine building
  13. Enable multiple purchases

  14. Late Game:

  15. Help convert to Victory points
  16. Support end-game rushing
  17. Enable multiple key purchases

Kingdom Considerations:

  1. Kingdom Analysis:
  2. Count valuable same-cost cards
  3. Evaluate need for extra Buys
  4. Consider alternate $5 cards
  5. Assess engine vs. money strategy

  6. Opponent Interactions:

  7. Watch for pile depletion
  8. Consider racing elements
  9. Adjust timing based on opponent strategy

  10. Kingdom Speed:

  11. Fast kingdoms: focus on double gain
  12. Slow kingdoms: utilize flexibility
  13. Mixed kingdoms: adapt as needed

Common Mistakes to Avoid:

  1. Overvaluing Double Gain:
  2. Don't gain suboptimal cards just because you can
  3. Consider deck composition
  4. Value quality over quantity

  5. Inflexible Mode Selection:

  6. Don't stick to one mode exclusively
  7. Adapt to game state
  8. Consider turn requirements

  9. Poor Timing:

  10. Buying too many too early
  11. Missing key power cards
  12. Neglecting Victory card conversion

Number of Charms to Buy:

  1. Engine Decks:
  2. Usually 2-3 Charms
  3. More if central to strategy
  4. Fewer if competing with key cards

  5. Big Money:

  6. 2-3 typically optimal
  7. Balance with other treasures
  8. Consider deck velocity

  9. Rush Strategies:

  10. 1-2 usually sufficient
  11. Focus on key components
  12. Don't over-invest

Special Considerations:

  1. Kingdoms with Events:
  2. Can't double-gain Events
  3. Extra Buy valuable for Events
  4. Consider Event timing

  5. Kingdoms with Projects:

  6. Similar limitations to Events
  7. May affect Charm value
  8. Consider project timing

  9. Landmarks:

  10. May affect gaining decisions
  11. Could change mode selection
  12. Consider point calculations

Counter-Strategy:

  1. Defending Against Charm:
  2. Contest key piles
  3. Rush alternate strategies
  4. Develop pile control

  5. Alternative Approaches:

  6. Focus on different price points
  7. Utilize alternate gaining methods
  8. Develop independent strategy

Conclusion:

Charm is a versatile treasure that requires careful consideration both in acquisition and use. Its flexibility makes it valuable in many strategies, but proper timing and mode selection are crucial. Understanding the kingdom context and having a clear plan for using Charm's abilities are key to maximizing its potential.

Best practices: 1. Analyze kingdom for same-cost synergies 2. Plan mode usage based on strategy 3. Balance Charm quantity with other needs 4. Adapt usage to game phase 5. Consider opponent strategies

Charm's true strength lies in its flexibility and ability to support multiple strategies while providing important economic benefits. Masters of this card will carefully consider both immediate needs and long-term strategy when deciding both when to buy it and how to use it.