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Category Archives: Individual Card Analysis
Dominion: Laboratory
The benchmark against which every other $5 card is measured. Laboratory was the first Dominion card released with such delicious self-synergy: unlike +Actions/+Cards engines, Laboratory chains can’t sputter because it drew its cards in the wrong order. And there’s no … Continue reading
Guest Article: Chancellor
This article is written by Drew Hardin. This article will discuss the Chancellor. The Chancellor is commonly (but not completely) viewed as a weak card. The most common arguments are that the card is highly situational and the benefit of … Continue reading
Seaside: Sea Hag
Sea Hag is a powerful card, and one you should almost always open with. As far as the Cursing attacks go, it doesn’t get any more direct than this. No need to wait for the reshuffle for Familiar and Witch … Continue reading
Intrigue: Mining Village
Mining Village is best thought of as a one-shot Conspirator/Grand Market. Its ability makes it one of the best $4 openers: by trashing it, you can slingshot to $5, $6, or possibly even $7 much faster than you otherwise would … Continue reading
Seaside: Native Village
The +Actions isn’t what makes this card so interesting—if all you’re looking for is more Actions, any other Village is superior. (The exception is if you have Libraries or Watchtowers and want to take advantage of its handsize-lowering effect.) Rather, … Continue reading
Prosperity: Venture
Venture is one of those $5 “Silver-plus” cards: it’s guaranteed to be at least worth $2, but usually provides a little extra. It does best in high-quality Treasure decks, and therefore works well with Hoard, Platinum, Mint, Moneylender, and Mine. … Continue reading
Prosperity: Goons
Buy phase synergy is ordinarily a product of three factors: +Buy, cost reduction (e.g., Quarry), and buy duplication (Talisman). Increasing a single factor provides negligible benefits; no matter how cheap Peddler is, if you have only one Buy, it might … Continue reading
Seaside: Ambassador
This article is intended as an introduction to Ambassador. For a more recently updated and advanced article on Ambassador, click here. This is the card that a $5/$2 player hates seeing on the board more than any other. Along with … Continue reading
Prosperity: Mint
Mint is a card with two very different abilities that synergize well with each other. First, Mint’s “trash-all-Treasures” ability is a considerable asset in the early game when you need to get rid of your Coppers (or Loan). It’s less … Continue reading
Intrigue: Harem
Harem is a curiously underrated card. Bedazzled by the allure of Gold, many players pass on them entirely until the late game, treating them as consolation prizes for missing out on Provinces. Nothing could be further from the truth: in … Continue reading