Category Archives: Individual Card Analysis

Intrigue: Bridge

A single Bridge is a terminal Silver.  Like most of the terminal Silvers (Swindler, Woodcutter, Chancellor) it gives you a little plus: you could think of it as a Silver with +Buy that gives you $1 more per buy.  So … Continue reading

Posted in Intrigue | Tagged | 19 Comments

Seaside: Ghost Ship

The following is an expanded and revised version of a guest article by HiveMindEmulator, originally posted in the forum. A ship by the side of the sea reduces hand sizes to three. And when played every turn will quite often … Continue reading

Posted in Seaside | Tagged | 10 Comments

Hinterlands: Scheme

This is a revised version of a guest article by jonts26, originally posted in the forum. jonts26 was the overall #1 seed in the 2011 DominionStrategy.com Championships and unofficially holds the record for the highest legitimate level (48.965) ever attained … Continue reading

Posted in Hinterlands | Tagged | 12 Comments

Intrigue: Duke

This is a revised version of a guest article by WanderingWinder, originally posted in the forum. WanderingWinder was a semifinalist in the 2011 DominionStrategy.com Championships. For most of Intrigue’s existence, the Duke has led a quiet life. Recently, however, his … Continue reading

Posted in Intrigue | 22 Comments

Hinterlands: Ill-Gotten Gains

This is a revised version of an article by Thisisnotasmile, originally posted on the forum Ill-Gotten Gains is a good illustration of how bad a card has to be in order to be an on-gain Curser.  $5 for a Silver … Continue reading

Posted in Hinterlands | Tagged | 39 Comments

Seaside: Treasure Map

The following is a revised version of a guest article written by jotheonah, originally posted on the forum Treasure Map is, as Donald X. would say, a cute card. Gold is really good, right? And 4 Golds, that’s a lot … Continue reading

Posted in Seaside | Tagged | 13 Comments

Intrigue: Baron

Baron is one of those cards whose benefit is immediately apparent to beginners, but also includes some more subtle rewards for more advanced players. The early game benefit is pretty apparent: it’s a huge amount of buying power this early … Continue reading

Posted in Intrigue | Tagged | 13 Comments

Hinterlands: Jack of All Trades

No one saw it coming. It seemed so innocent.  Gain a Silver, it said.  OK, but didn’t someone say Silvers weren’t that great?  Inspect the top of your deck, it said.  Like a half-Spy, who cares.  Draw up to 5, … Continue reading

Posted in Hinterlands | Tagged | 27 Comments

Hinterlands: Border Village

Border Village pushes the boundaries of what you’re really willing to pay for a Village.  Once you understand the principle of Big Money, it should become clear that trying to build any +Actions/+Cards engine, much less one with a $6 … Continue reading

Posted in Hinterlands | Tagged | 28 Comments

Hinterlands: Crossroads

Editor’s note: This is a guest post by rinkworks, originally posted on the forum. Crossroads is a very interesting, unique card.  Multiples can serve as both halves of a +Actions/+Cards engine, a strange feat accomplished by no other card save … Continue reading

Posted in Hinterlands | Tagged | 22 Comments