Cost: $4
Type: Night
Text: Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.
Here's a comprehensive strategy guide for Exorcist:
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
Flexible gaining based on what you trash
Non-terminal
Limitations 1. Spirit Cost Restriction - Must trash more expensive cards to gain better Spirits - Ghost ($4) requires trashing $5+ cards - Limited Spirit options available
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
Force game end before engine matures
Alternative trashing
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
Balance Spirit types based on deck needs
Timing Considerations
Consider duration effects for next turn
Deck Tracking
Watch opponent's Spirit gaining
Engine Building
Common Mistakes to Avoid
Keep key victory cards
Poor Spirit Selection
Balance Spirit quantities
Timing Errors
Forgetting Spirit triggers
Strategic Misalignment
Advanced Techniques
Chain Imps for multiple unique Actions
Ghost Optimization
Consider duration card interactions
Pile Management
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.