Author Archives: theory

Combo of the Day #21: Mine/Potion

Not a combo, strictly speaking, but Mine addresses the biggest problem with Potion: its inflexibility.  The Potion costs roughly the same as a Silver, but its non-fungibility imposes an additional premium.  Drawing $7◉ is useless for getting a Province, while … Continue reading

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Intrigue: Harem

Harem is a curiously underrated card.  Bedazzled by the allure of Gold, many players pass on them entirely until the late game, treating them as consolation prizes for missing out on Provinces.  Nothing could be further from the truth: in … Continue reading

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Counter of the Day #7: Militia v. Warehouse

One of the easiest ways to shut down someone relying on Warehouses is to play Militia (or any other handsize-lowering attack like Goons or Torturer).  Militia punishes every card that depends on a large hand size (Vault, Forge, Bank), but … Continue reading

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Dominion: Gardens

The standard “Gardens strategy” is to grab Gardens, bloat your deck, and simultaneously run out two other piles (one of which is typically Estates) to end the game as fast as possible, before your opponents can begin to buy Provinces … Continue reading

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Combo of the Day #20: Caravan/Vault

Vault does best with big handsizes, and Caravan is just about the cheapest non-terminal route to big hands.  Of course, Laboratory, Village/Council Room, and Tactician (among others) are also great ways to increase your hand size, but they’re much more … Continue reading

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Guest Article: Be Patient

This article is written by Curses.  He placed first in the BoardGameGeek Dominion League overall standings in Rounds 8 and 9. Last article, I discussed the importance of pausing to assess the board and plan your deck.  This article will … Continue reading

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Combo of the Day #19: Talisman/Watchtower/Treasure Map

One of those brutal openings if everything lines up just right.  You only need to play this combo once; activating it twice will probably decide the game.  It’s so strong, in fact, that absent any must-buy $3’s or $4’s, you … Continue reading

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Dominion: Moneylender

One of the best opening $4’s.  There’s very few occasions where I wouldn’t open with Moneylender; it’s more useful than Baron early on because it trashes (rather than discards) and works with Coppers (which are more plentiful than Estates).  Moneylender … Continue reading

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Dominion: Woodcutter

Woodcutter is the most niche card in the base set.  Its +Buy can be critical if (and this is a big if) you can make use of it and no superior alternatives exist.  But with one major exception, Woodcutter almost … Continue reading

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Prosperity: City

Can I start by noting how well-designed this card is, thematically?  It’s one of the few Dominion cards that makes perfect thematic sense: Cities start as Villages, but slowly grow and develop … City is one of those cards very … Continue reading

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