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Author Archives: theory
Combo of the Day #18: Venture/Bank
In high-quality Treasure decks, Bank is ordinarily not that useful, since you don’t have enough Golds and Platinums to make Bank worth very much. But Venture, which does best in high-quality Treasure decks, provides Bank with the quantity it needs … Continue reading
Intrigue: Wishing Well
Wishing Well isn’t the best card at $3, but it isn’t quite the worst either. Ideally, you’d like to play it with knowledge of what card you’re wishing for. Outside of being an obsessive-compulsive deck-tracker, there’s not many ways to … Continue reading
Counter of the Day #6: Wishing Well/Scout v. Ghost Ship
Ghost Ship makes you place two cards back on deck. With a Wishing Well in your hand, you can draw back the first card and then successfully wish for the second. You’re still hurt by the attack, but it basically … Continue reading
Guest Article: The Fallacy of Cycling
This article is written by yaron. He is the Round 6 Champion of the BoardGameGeek Dominion League. Suppose I have 9 cards in my draw deck: 3 Golds and 6 Victory cards. What is the probability of my next draw … Continue reading
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Alchemy: Possession
Possession is quite possibly the most hated card in the game. This article is divided into three segments: how to play Possession, how to counter Possession, and when to go for Possession. How to play Possession In building your own … Continue reading
Prosperity: Hoard
Hoard is strong. Very strong. So strong, in fact, that when Hoards are present, you usually don’t need to buy Gold if you can just draw your Hoard often enough. And you really don’t need more than one or two; … Continue reading
Combo of the Day #17: Chancellor/Stash
This combo is a triumph of two otherwise mediocre cards. If you can collect four Stashes, then each time you play the Chancellor, trigger a reshuffle and place your Stashes on top of your deck for a guaranteed Province next … Continue reading
Dominion: Market
It pains me to say this, but Market is one of the worst $5 cards in the game. Don’t get me wrong: Markets are definitely good, as a non-terminal Action that provides +$1 and +1 Buy, and therefore readily spammable. … Continue reading
Intrigue: Saboteur
The ultimate spite card, and on the surface, seemingly ridiculously powerful. But on a closer look, considering its cost, Saboteur is one of the weakest attacks in the game. First, Saboteur is one of the two attack cards (along with … Continue reading
Prosperity: Grand Market
Grand Markets are almost always preferable to Golds. So long as the average card value in your deck is greater than $1, the self-replacing, non-terminal Grand Market is monetarily superior. The +Buy is always nice, and unlike Golds, Grand Markets … Continue reading