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Category Archives: General Strategy
Beyond Silver
About two years ago, Stormparkiet wrote an influential review of base Dominion outlining the “Silver test”: is the card you’re about to purchase really better than a Silver? If it isn’t, you should just stick to buying a Silver. At its … Continue reading
The Five Best $3 Cards
Disclaimer: Dominion does a really great job of balancing its Kingdom cards. Pretty much every card has some situations where it shines, and some situations where it doesn’t. Nevertheless, some cards just end up being flat-out better than others, either … Continue reading
The Five Worst $3 Cards
Disclaimer: Dominion does a really great job of balancing its Kingdom cards. Pretty much every card has some situations where it shines, and some situations where it doesn’t. Nevertheless, some cards just end up being flat-out better than others, either … Continue reading
Combo of the Day #23: Vault/Philosopher’s Stone
Philosopher’s Stone doesn’t work very well with large handsizes, which is unfortunate because it’s otherwise always a good thing to improve your average handsize. Enter Vault: by allowing you to discard Victory cards and Coppers for $1 each, you can … Continue reading
Combo of the Day #22: Ironworks/Scout/Great Hall
Both Ironworks and Scout work nicely with Great Hall. Ironworks is normally not that great a card: you can freely get a $3 or $4 Action, but it has to be a good non-terminal, and few non-terminal $3 or $4 … Continue reading
The Five Best $2 Cards
Disclaimer: Dominion does a really great job of balancing its Kingdom cards. Pretty much every card has some situations where it shines, and some situations where it doesn’t. Nevertheless, some cards just end up being flat-out better than others, either … Continue reading
The Five Worst $2 Cards
Disclaimer: Dominion does a really great job of balancing its Kingdom cards. Pretty much every card has some situations where it shines, and some situations where it doesn’t. Nevertheless, some cards just end up being flat-out better than others, either … Continue reading
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
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
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