This is the second of several bonus previews by playtesters of Dominion: Adventures, introducing the next Dominion expansion. This post is by LastFootnote, well-known fan card designer. The community is discussing these new cards in the Adventures Preview subforum.
trans•mog•ri•fy: verb
transform, especially in a surprising or magical manner.
Today I’m here to tell you about my favorite Dominion card: Transmogrify. It has a strange name, but packs a lot of versatility. Transmogrify is all about giving you what you need right now. Does your starting hand have three terminal Actions? Poof! Now one of them is a Village. Have your Magpies been multiplying out of control? Abracadabra! One of them just became a Lost City. Have all the Curses run out? Shazam! That Witch in your hand just turned to Gold. The possibilities are endless!
It’s a terrific card for combos. Instead of buying Tournaments, you can simply keep your Transmogrify on your Tavern mat until your Province shows up and then gain a Tournament right into your hand. It’s especially powerful with cards that have on-trash abilities. You can transmogrify a Cultist into another Cultist just to draw 3 cards. And when you Transmogrify a Fortress, you keep the Fortress in your hand and gain a Wharf into your hand on top of that. Instant engine!
I hope you’re enjoying these little bonus previews. Come back tomorrow, when somebody else will be talking about some other card!
If you trash a curse, then you are forced to take a copper if there are no cards costing 1?
Yes. (Or a curse, or a ruin.)