Author Archives: theory

Counter of the Day #5: Minion v. Treasury

Minion‘s attack is a bit of a gamble.  Sometimes it hurts, but other times it actually improves an opponent’s hand.  But it is quite powerful when you know your opponent has good cards in his hand, and this commonly occurs … Continue reading

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Dominion: Chapel

This is the best card in the game. Simply put, no other card fundamentally alters the game as much as Chapel and its deceptively simple ability.  In the base game, Chapel was so important that Dominion was essentially two different … Continue reading

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Combo of the Day #11: Black Market/Tactician

Tactician can be an annoying card.  Playing it means forgoing your current turn for a doubly-good next turn.  This is good when you have a bad hand, or a reduced hand, but not good when you draw the Tactician with … Continue reading

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Seaside: Embargo

The guiding principle behind effective use of Embargo is Embargoing cards that your opponents need more than you.  It is always worthwhile to hurt your own deck so long as you hurt your opponents’ more. For example, if you have … Continue reading

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Prosperity: Watchtower

At $3, Watchtower is the most expensive Reaction thus far, but well worth the price.  It is one of the most versatile cards in the game, and the only Action thus far that provides a benefit even without playing it. … Continue reading

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Prosperity: Trade Route

Depending on which way you look at it, Trade Route is either a useful card throughout the whole game, or a card that anti-synergizes with itself.  The forced trashing ability is quite valuable early but a pain in the late … Continue reading

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Prosperity: Loan

Loan is a much-maligned card.  In the mid- to late-game, Loans do more harm than good, bypassing your good Actions only to discard your Platinums or Golds.  Effective use of the Loan is very situational. First, Loan is a good … Continue reading

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Combo of the Day #10: Vault/Library

As noted earlier, effective use of the Library requires reduced hand size.  One way to do this is to rely on your opponents; another is to play +Actions cards that don’t replenish your hand. The third way is using the … Continue reading

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Combo of the Day #9: Counting House/Coppersmith

This is an obvious combination that is nevertheless difficult to pull off.  Counting Houses are notoriously unreliable, being one of the few cards you hate drawing early in the deck.  The Coppersmiths are otherwise worthless if you can’t get enough … Continue reading

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Dominion: Cellar

Like most other $2 Actions, Cellar is a versatile card.  Early game, it cycles through your deck so you can quickly play your newly-bought cards.  Mid-game, it fixes unlucky draws in order to set up your engine.  Late-game, it helps … Continue reading

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