Exorcist
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Exorcist (Nocturne)

Cost: $4

Type: Night

Text: Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.

Strategy Review

Here's a comprehensive strategy guide for Exorcist:

Exorcist Strategy Guide

Introduction Exorcist is a $4 Night card from the Nocturne expansion that allows you to trash a card from your hand and gain a Spirit card that costs less than the trashed card. This unique combination of trashing and gaining makes it an interesting card with several strategic applications, though it comes with some important limitations.

Core Mechanics - Night phase timing: As a Night card, Exorcist is played after your Action and Buy phases - Trashing: One card must be trashed from your hand - Spirit gaining: You must gain a Spirit that costs less than the trashed card - Available Spirits: Will O' Wisp ($3), Imp ($2), Ghost ($4)

Key Strengths 1. Deck Thinning - Allows you to remove unwanted cards from your deck - Can gradually improve deck quality through targeted trashing - Night phase timing means it doesn't compete with your Action phase

  1. Spirit Acquisition
  2. Provides access to useful Spirit cards
  3. Each Spirit offers different benefits
  4. Flexible gaining based on what you trash

  5. Non-terminal

  6. Being a Night card means it doesn't use up Action capacity
  7. Can be played alongside your regular Action cards

Limitations 1. Spirit Cost Restriction - Must trash more expensive cards to gain better Spirits - Ghost ($4) requires trashing $5+ cards - Limited Spirit options available

  1. Hand Requirement
  2. Needs cards in hand to trash
  3. Night phase timing means you've already played your hand
  4. May miss opportunities if key trash targets were played earlier

Spirit Cards Overview

Will O' Wisp ($3) - Action - Spirit - Draw a card, +1 Action - When you gain this, you may play it - Best for: Deck velocity, Action chains

Imp ($2) - Action - Spirit - +2 Cards - You may play an Action card from your hand that you don't have a copy of in play - Best for: Draw power, Action diversity

Ghost ($4) - Action - Spirit - Duration - At the start of your next turn, replay a non-Duration Action card from your discard pile - Best for: Action repetition, combo potential

Strategic Applications

Early Game (Turns 1-5) - Primary focus: Acquiring Exorcist and starting trashing - Target basic Copper/Estate trashing - Gain Will O' Wisps to improve deck flow - Consider multiple Exorcists if heavy trashing is needed

Mid Game (Turns 6-12) - Transition to trashing higher-value cards for better Spirits - Use gained Spirits to enable stronger turns - Look for opportunities to trash redundant cards - Begin incorporating Spirits into your engine structure

Late Game (Turns 13+) - Focus on optimizing deck composition - Consider trashing mid-value cards that have outlived usefulness - Use Ghosts to replay key cards - Prepare for game-end timing

Optimal Trashing Targets

Early Game: - Copper (for Imp) - Estates (for Will O' Wisp) - Early game $3-4 cards you no longer need

Mid Game: - Silver (for Will O' Wisp or Ghost) - Non-essential $4-5 cards - Redundant Actions

Late Game: - Gold (for Ghost) - Provinces (situational, for Ghost) - Supporting cards that aren't critical for victory

Key Combinations

With Draw Cards: - Library/Watchtower: Help ensure Exorcist has trash targets - Laboratory/Smithy: Improve chances of having valuable trash targets - Drawing Villages: Maintain hand size while building engine

With Gainers: - Workshop: Gain additional $4 cards to trash - Artisan: Place valuable cards on deck for next turn - Gain-to-hand effects: Provide immediate trash targets

With Duration Cards: - Fishing Village/Market Square: Provide resources across turns - Wharf: Strong draw that works well with Night timing - Ghost can replay non-Duration actions effectively

Counter Strategies

When Opposing Exorcist: 1. Rush strategies - Push for quick Province victories - Minimize time for Exorcist engine building - Focus on raw money efficiency

  1. Pile pressure
  2. Target Spirit piles to limit options
  3. Consider draining key Kingdom piles
  4. Force game end before engine matures

  5. Alternative trashing

  6. Compete for trashing effectiveness
  7. Use more efficient trashers if available
  8. Build faster engines with other cards

Kingdom Considerations

Favorable Kingdoms: - Strong Action cards worth replaying with Ghost - Card draw to ensure trash targets - Duration cards for economic stability - Villages for Action support - Throne Room variants for Spirit multiplication

Unfavorable Kingdoms: - Kingdoms with better trashing options - Rush-friendly boards - Cursing attacks (harder to trash Curses) - Boards lacking Action payoff cards - Boards with limited draw

Sample Opening Strategies

Standard Opening: Turn 1: Silver Turn 2: Exorcist Turn 3: Trash Copper for Imp Turn 4: Begin building engine pieces

Alternative Opening: Turn 1: Exorcist Turn 2: Silver Turn 3: Trash Estate for Will O' Wisp Turn 4: Develop economy further

Multiple Exorcist Opening: Turn 1: Silver Turn 2: Exorcist Turn 3: Exorcist Turn 4: Aggressive trashing begins

Tips and Tricks

  1. Spirit Management
  2. Don't gain more Spirits than you can effectively use
  3. Consider the order of gaining Spirits
  4. Balance Spirit types based on deck needs

  5. Timing Considerations

  6. Save valuable cards for Actions/Buys when needed
  7. Plan Night phase usage carefully
  8. Consider duration effects for next turn

  9. Deck Tracking

  10. Monitor Spirit pile quantities
  11. Track valuable trash targets
  12. Watch opponent's Spirit gaining

  13. Engine Building

  14. Use Will O' Wisps for reliable Actions
  15. Leverage Imps for flexible play
  16. Position Ghosts for maximum impact

Common Mistakes to Avoid

  1. Over-trashing
  2. Don't trash too aggressively without replacement plan
  3. Maintain enough economy
  4. Keep key victory cards

  5. Poor Spirit Selection

  6. Don't always gain the most expensive available Spirit
  7. Consider deck needs over Spirit cost
  8. Balance Spirit quantities

  9. Timing Errors

  10. Playing key cards before Night phase
  11. Not planning for next turn
  12. Forgetting Spirit triggers

  13. Strategic Misalignment

  14. Forcing Exorcist in unsuitable kingdoms
  15. Ignoring better alternatives
  16. Not adapting to opponent's strategy

Advanced Techniques

  1. Spirit Chaining
  2. Sequence Spirit gains for maximum effect
  3. Use Will O' Wisp's immediate play ability
  4. Chain Imps for multiple unique Actions

  5. Ghost Optimization

  6. Target high-impact Actions for replay
  7. Time Ghost plays for crucial turns
  8. Consider duration card interactions

  9. Pile Management

  10. Control Spirit pile availability
  11. Force pile-out timing when advantageous
  12. Monitor opponent's Spirit access

Conclusion

Exorcist is a versatile card that requires careful planning and execution to use effectively. Its unique combination of trashing and Spirit gaining provides interesting strategic options, but success depends on: - Understanding proper timing - Selecting appropriate trash targets - Managing Spirit acquisition - Building supporting infrastructure - Adapting to kingdom context

While not always the strongest option, Exorcist can be a powerful tool in the right circumstances, particularly in kingdoms where its Night timing and Spirit gaining abilities can be leveraged effectively. Success with Exorcist often comes down to balanced decision-making and careful timing rather than purely aggressive use.

Remember that Exorcist's effectiveness varies significantly based on kingdom composition and opponent strategy. Always evaluate whether it fits your overall game plan and consider alternative approaches when appropriate. With proper understanding and application of these principles, Exorcist can be a valuable addition to your strategic arsenal in Dominion.