Category Archives: Individual Card Analysis

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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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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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

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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

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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

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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

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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

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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

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