Imp
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Imp (Nocturne)

Cost: $2*

Type: Action-Spirit

Text: +2 Cards\nYou may play an Action card from your hand that you dont have a copy of in play.\n(This is not in the supply).

Strategy Review

Here's a comprehensive strategy guide for Imp in Dominion:

Imp Strategy Guide

Introduction Imp is a unique Action-Spirit card from the Nocturne expansion that cannot be bought directly (it's not in the supply) but is typically gained through other cards like Devil's Workshop or Exorcist. Its ability to draw two cards and potentially play an additional unique Action makes it a versatile support card that can enhance many strategies.

Basic Mechanics - Draws 2 cards - Allows you to play an Action card from your hand that you don't already have in play - Being a Spirit, it interacts with other Spirit-related cards from Nocturne - Cannot be gained through normal buying; must be obtained through specific card effects

Key Strengths 1. Card Draw - Reliable +2 Cards effect - Helps cycle through deck quickly - Can find key cards more consistently - Doesn't terminal out (can play another Action)

  1. Action Flexibility
  2. Allows playing an additional Action without using up your Action count
  3. Creates potential for complex chains and combinations
  4. Can enable playing multiple copies of different terminal Actions
  5. Helps mitigate terminal collision

  6. Non-Supply Nature

  7. Doesn't take up a buy to acquire
  8. Can't be attacked by cards that trash from the supply
  9. Opponents can't directly compete for them

Strategic Considerations

  1. Deck Composition When using Imp, consider:
  2. Having a variety of different Actions to maximize its potential
  3. Balance between unique Actions and duplicate copies
  4. Terminal density (Imp helps manage multiple terminals)
  5. Overall deck size (smaller decks make tracking copies in play easier)

  6. Timing Important timing factors:

  7. Playing Imp early in your turn gives more options for its effect
  8. Consider whether to play duplicate Actions before or after Imp
  9. Track what's already in play to make optimal choices
  10. May want to save Imp for specific combinations

  11. Action Management Key considerations:

  12. Imp doesn't count against your Action count for the additional play
  13. Can help chain multiple terminal Actions together
  14. Useful for playing valuable terminals without stopping your turn
  15. Helps prevent "terminal collision"

Optimal Use Cases

  1. Terminal Action Support Imp excels at enabling multiple terminal Actions:
  2. Play Imp to draw 2 cards
  3. Use Imp's effect to play a terminal Action
  4. Still have your regular Action to play another card
  5. Particularly valuable with expensive terminals

  6. Draw Chain Enhancement Using Imp in draw chains:

  7. Play early to find key cards
  8. Can enable playing multiple different draw cards
  9. Helps maintain momentum in big draw turns
  10. Useful for finding combo pieces

  11. Engine Building Imp supports engine construction:

  12. Helps establish early draw
  13. Enables playing multiple different Actions
  14. Reduces need for villages in some cases
  15. Provides flexibility in Action sequencing

Synergies and Combinations

Strong Synergies:

  1. Terminal Draw Cards
  2. Smithy
  3. Council Room
  4. Witch
  5. Margrave Imp allows playing these without stopping your turn.

  6. Powerful Terminal Actions

  7. Ghost Ship
  8. Torturer
  9. Mountebank
  10. Gateway Imp enables playing these while maintaining turn momentum.

  11. Card-Dependent Actions

  12. Throne Room variants
  13. King's Court
  14. Crown Imp helps find these cards and their targets.

  15. Other Spirit Cards

  16. Ghost
  17. Will-o'-Wisp
  18. Exorcist Creates Spirit-based synergies.

  19. Deck Inspection Cards

  20. Scout
  21. Oracle
  22. Patrol Helps manage what you'll draw with Imp.

Specific Combo Examples:

  1. Imp + Laboratory Chain
  2. Play Imp (+2 cards)
  3. Use Imp's effect to play Lab
  4. Regular Action for another Lab
  5. Creates strong draw chain

  6. Imp + Terminal Attack

  7. Play Imp (+2 cards)
  8. Use effect for attack card
  9. Regular Action available for other needs
  10. Maintains pressure while developing

  11. Imp + Throne Room

  12. Play Imp (+2 cards)
  13. Use effect for Throne Room
  14. Double another Action
  15. Maximizes Action efficiency

Counter Strategies and Weaknesses

Limitations:

  1. Acquisition Difficulty
  2. Can't be directly bought
  3. Relies on specific cards to gain
  4. May not always be available

  5. Copy Restrictions

  6. Only works with unique Actions in play
  7. Can become less useful late game
  8. Requires careful tracking

  9. Hand Size Dependencies

  10. Needs Actions in hand to be useful
  11. Draw effect may not find useful targets
  12. Can whiff with poor hand composition

Countering Imp:

  1. Deck Flooding
  2. Adding junk cards reduces Imp's effectiveness
  3. Makes finding useful Actions harder
  4. Dilutes draw impact

  5. Rush Strategies

  6. May outpace Imp-based engines
  7. Reduces time for complex combinations
  8. Can win before Imp chains matter

  9. Action Density Control

  10. Limiting number of different Actions
  11. Focus on duplicate copies
  12. Reduces Imp's flexibility

Gaining and Managing Imps

Acquisition Methods: - Devil's Workshop - Exorcist - Ghost - Other Nocturne-specific effects

Management Tips: - Don't over-prioritize gaining Imps - Consider deck size and composition - Balance with other engine pieces - Track Spirit synergies

Game Phase Considerations

Early Game: - Focus on gaining access to Imps - Establish basic engine components - Plan Action variety - Consider terminal density

Mid Game: - Optimize Imp chains - Develop key combinations - Balance unique vs. duplicate Actions - Maintain drawing consistency

Late Game: - Use Imps for specific combinations - May become less important - Consider deck efficiency - Focus on winning conditions

Kingdom Evaluation

When evaluating Imp's potential in a kingdom:

Favorable Conditions: - Multiple useful terminal Actions - Spirit synergies available - Good gaining mechanisms - Limited trash attacks

Unfavorable Conditions: - Few terminal Actions - Heavy emphasis on duplicates - Fast rush kingdoms - Limited card draw

Board Analysis Questions: 1. How can I gain Imps? 2. What Actions work best with Imp? 3. Are there Spirit synergies? 4. How fast is the kingdom? 5. What's the terminal density?

Sample Strategies

  1. Imp-Based Engine Core Components:
  2. Multiple Imps
  3. Variety of terminal Actions
  4. Card draw
  5. Treasure generation Goal: Create flexible, powerful turns

  6. Spirit Synergy Core Components:

  7. Imps
  8. Other Spirits
  9. Spirit-interactive cards
  10. Support cards Goal: Maximize Spirit-based interactions

  11. Terminal Action Chain Core Components:

  12. Imps
  13. Strong terminals
  14. Draw cards
  15. Economy Goal: Play multiple powerful terminals efficiently

Conclusion

Imp is a versatile support card that excels at enabling complex Action chains and managing terminal density. Its unique gaining restrictions and copy limitations require careful planning, but its ability to enhance Action play and provide consistent draw makes it valuable in many strategies. Success with Imp depends on understanding its timing, managing Action variety, and building appropriate support structures in your deck.

Key Takeaways: - Valuable support for terminal Actions - Requires careful planning and tracking - Enhances engine building - Benefits from Action variety - Needs appropriate gaining mechanisms

Final Tips: 1. Plan your Action variety carefully 2. Track cards in play 3. Consider timing and sequencing 4. Balance unique and duplicate Actions 5. Don't over-prioritize gaining Imps 6. Build appropriate support structure

Understanding and effectively using Imp can significantly enhance your Dominion strategies, particularly in kingdoms with valuable terminal Actions and Spirit synergies. Its flexibility and support capabilities make it a powerful tool when properly incorporated into your overall game plan.