Cost: $0
Type: Treasure-Heirloom
Text: $1\dWhen you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.
Here's a comprehensive strategy guide for Magic Lamp:
Magic Lamp Strategy Guide
Introduction Magic Lamp is a unique Heirloom treasure from the Nocturne expansion that offers a powerful reward - three Wishes - but requires careful deck construction and timing to activate. Understanding how to optimize Magic Lamp's condition while maximizing the value of the Wishes it provides is key to leveraging this card effectively.
Basic Mechanics - Magic Lamp provides $1 when played - Its trashing condition requires exactly 6 or more cards with exactly one copy in play - When trashed, it provides 3 Wishes (powerful $6 Action cards that can gain any card or provide +$2) - As an Heirloom, one copy starts in your deck when you buy its associated Kingdom card
Key Characteristics 1. Zero cost 2. Self-trashing mechanism 3. Requires specific board state to activate 4. Provides valuable Wishes upon activation
Understanding the "Exactly One Copy" Condition
The most crucial aspect of Magic Lamp is meeting its condition of having 6+ cards with exactly one copy in play. This means: - You need diverse cards rather than multiple copies - Duration cards that stay in play help meet this condition - Cards that play other cards from your deck can help or hinder this goal - You must carefully track duplicates
Optimal Timing
When to Activate: - Mid-game is often ideal, when you have: * Enough different cards to meet the condition * Deck economy to utilize the Wishes * Time to incorporate gained cards into your strategy - Early activation can be powerful but challenging to achieve - Late activation may not leave enough time to leverage the Wishes
Strategy Components
Key principles for building a Magic Lamp deck: - Focus on singleton cards initially - Include card-drawing effects to see more of your deck - Consider Duration cards that stay in play - Balance unique cards with deck consistency
Good card types for Magic Lamp decks: - Unique Treasures (Quarry, Horn of Plenty) - Duration cards (Caravan, Wharf) - One-off powerful Actions (Bridge, King's Court) - Cards that play other cards (Throne Room variants)
Methods to get 6+ unique cards in play: a) Duration chains - Play multiple Duration cards across turns - Each stays in play, contributing to the count - Examples: Haunted Woods, Gear, Haven
b) Village chains - Play multiple different village cards - Each stays in play during your turn - Examples: Native Village, Fishing Village, Border Village
c) Throne Room variants - Use different copies of throne-type effects - Each stays in play while resolving - Examples: Throne Room, King's Court, Crown
d) Mixed approach - Combine multiple strategies - Provides flexibility and reliability - Requires careful deck building
Once you gain the Wishes, maximize their value: - Gain expensive cards ($6+) - Setup powerful combinations - Fill strategic gaps in your deck - Use for economy when needed ($2)
Common Wish targets: - Provinces/Colonies - Key engine pieces - Powerful unique cards - Alternative victory cards
Synergistic Cards
Strong Companions: 1. Duration Cards - Wharf - Caravan - Haven - Gear - Fishing Village
Card Draw
Drawing Villages
Village Variants
Other Supporting Cards
Counter Strategies
When facing Magic Lamp: 1. Attack options: - Discard attacks disrupt setup - Junking attacks make consistency harder - Possession can steal Wish gains
Focus on alternate victory conditions
Deck manipulation:
Common Mistakes to Avoid
Balance singleton strategy with power
Poor timing
Waiting too long to setup condition
Mismanaging duplicates
Playing duplicates unnecessarily
Suboptimal Wish usage
Kingdom Considerations
Favorable Kingdoms: - Many Duration cards available - Strong $6+ cards to gain - Card draw support - Village/splitter support - Cost reduction effects
Unfavorable Kingdoms: - Heavy attack presence - Limited valuable gain targets - Junking elements - Alternate victory focus - Limited Action support
Sample Strategies
Duration Chain Strategy Turn 1-2: Acquire Durations Turn 3-4: Play Durations, add draw Turn 5-6: Complete condition, activate Lamp Turn 7+: Leverage Wishes for power cards
Village Engine Strategy Turn 1-3: Build village diversity Turn 4-5: Add draw support Turn 6: Activate Lamp Turn 7+: Use Wishes to complete engine
Mixed Approach Turn 1-2: Get key support cards Turn 3-4: Add Duration elements Turn 5: Include unique actions Turn 6-7: Activate Lamp Turn 8+: Execute endgame
Specific Kingdom Examples
Example 1: Strong Setup Kingdom cards: - Fishing Village - Caravan - Laboratory - King's Court - Market - Bridge - Witch - Colony/Platinum Strategy: Duration/village mix with strong Wish targets
Example 2: Challenging Setup Kingdom cards: - Militia - Bureaucrat - Chapel - Gardens - Workshop - Village - Cellar - Moat Strategy: Limited support requires careful planning
Playing With/Against Magic Lamp
When Using Magic Lamp: 1. Plan activation timeline 2. Track unique cards carefully 3. Prepare for post-activation strategy 4. Consider opponent's counter-options
When Opposing Magic Lamp: 1. Monitor activation progress 2. Control key piles 3. Press advantage before Wishes 4. Consider denial strategies
Advanced Techniques
Coordinate with other strategies
Pile Control
Consider alternate targets
Engine Integration
Conclusion
Magic Lamp is a powerful but complex card that rewards careful planning and strategic deck construction. Success requires: - Understanding unique card requirements - Timing activation optimally - Maximizing Wish value - Balancing uniqueness with consistency
Key Takeaways: 1. Plan your path to activation 2. Build supporting infrastructure 3. Time activation strategically 4. Use Wishes effectively 5. Maintain deck consistency
When properly executed, Magic Lamp can provide a significant advantage through its Wishes, but requires careful attention to setup and timing. The key is balancing the unique card requirement with overall deck effectiveness while preparing to maximize the value of the Wishes once gained.