Combo of the Day #15: Ambassador/Pirate Ship

This combo is amusing thematically.  You deploy Ambassadors from your Kingdom to other Kingdoms, gifting them Coppers*, which you then promptly loot with your Pirate Ships.

This combo hinges on constantly Ambassadoring your opponents with Coppers.  Later on, you can start passing them Estates, but the key is to flood their deck early on with targets for your Pirate Ships.  It has the nice secondary benefit of eliminating Coppers from your own deck, thus making it more difficult for their Pirate Ships to strike back.

It does dramatically slim your deck, which means that any Treasure you do have is more susceptible to attack.  But as the Sample Game demonstrates, that’s not really a concern if you have the patience to work your Pirate Ships up to $8.

Masquerade works on the same principle.  Mountebank is close; it’s obviously more difficult to acquire, doesn’t always trigger, and doesn’t purge your own deck of Coppers.  But it doesn’t depend on drawing it with Copper, either, and provides money as well, always critical in Pirate Ship games.

*Technically, as Donald explains in The Secret History of the Dominion Cards, they are “Copper Mines”, but the name was shortened to “Coppers” for simplicity.

Sample Game

The Great Halls are a nice $3 pickup, since too many Ambassadors would interfere with the launching of your Pirate Ships.

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Combo of the Day #14: Loan/Minion

Minion and Loan are the two rare cards that do better without big Treasure like Golds or Platinums.  Naturally, they work very well together.  Purchase one (or even several) Loans early on; this commits you to a Treasure-free deck, which frankly suits Minion just fine and probably improves it.  So long as you aren’t trashing your Coppers too quickly, you should be able to ramp up to Minions to take over money generation before you run out of Coppers.  And the fact that you never buy any Treasure means 1) you can single-mindedly commit to Minions; 2) you’ll draw your Minions a lot more often; 3) you never have any tough dilemmas about discarding, since you’ll only be discarding Victory cards.

Of course, you still have Estates in your deck, but that’s not a terrible problem considering all the deck-cycling at your disposal via Loan and Minion.  This engine isn’t slowed down much by Victory cards, since you’ll end up discarding your hand frequently anyway.

Sample game

The fact that Feast is available at $4 is great, since it lets me grab some extra Minions without paying for them.  Pawns at $2 would have been even nicer, though Havens are decent.

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Intrigue: Minion

Minion

Dominion: Intrigue

Minion is one of those game-warping cards, whose presence greatly changes the strategic landscape.  Though not necessarily a must-buy, its availability forces players to either buy it or give serious thought to how to respond to it.

Strengths

Minion’s primary strength comes from its glorious self-synergy.  Like Caravan/Laboratory/Nobles, Minion is a card whose best complement is itself.  But Minion one-ups those cards: handsize increasers need to pause every so often to pick up Treasures, but Minion is its own source of cash.  When full-on into Minion mode, you should not need to stop buying Minions to get pesky Treasures like Gold that you’ll just end up discarding anyway.

Minion works very well with cheap non-terminal actions: e.g., Pawn, Conspirator, Fishing Village.  Pawn is especially valuable to the Minion player because it allows a +Buy, something often missing from many high-money engines.  The key is to avoid buying cards that will likely be discarded to the Minion anyway: this rules out Treasure as well as most terminal Actions.  One—or at most two—is acceptable if it’s an important terminal Action, like Mountebank or Goons.  (Or a Remodel/Expand, since you’ll probably need one to get rid of your initial Chapel/other trashing card.)  Any more and it’s just a waste, even with +Actions.

Minion’s attack is also a good thing.  Sometimes it benefits your opponents, but on average, you’d always prefer your opponents to have 4 cards than 5.  The exception is Library/Watchtower, and of course, other Minion decks, which respond to Minion quite well.

Weaknesses

Minion is much less effective when you can’t get rid of non-Minion cards.  Without good trashing options, it’s much harder to hit that critical mass of 25% Minion density in your deck. Accordingly, the best way to counter Minions (other than your own Minions) is to load them down with Curses.  Swindler is a good choice too, since you are likely to hit a Minion, which are conveniently priced to be Swindled into Duchies (or even better, Dukes).

Handsize-increasing cards like Caravan are a tossup.  If your Minion strategy is meant as a hybrid, some Minion/some Treasure, then they aren’t very helpful since you’ll just find yourself discarding more cards to the Minion.  But if your deck is hardcore Minion, then Caravans will just give you more Minions.  (Though you definitely shouldn’t be buying Laboratory or other $5 Actions if more Minions are still available to purchase.)

As part of a hybrid strategy, Minion can work pretty well with Tactician and Library because of its ability to provide “invisible money”.  And its discard/attack power is a good defensive response to Goons/Militia and other Minions.

Minion doesn’t play well with most combos, however.  This is because your hand is so often going to be cut in size that you can’t afford the luxury of chaining together complex Action chains without buying them en masse, which of course, defeats the whole purpose of going Minions.

Miscellaneous

Minion players commonly face dilemmas early in the game.  Should I discard my hand, drawing 4 and possibly missing out on $5 to get another all-important Minion?  Or should I forsake the attack against my opponents?  The answer is probably dependent on what kind of deck; if you and your opponents have been Chapeling into a thin, high-density deck, then your discard is likely to both hurt your opponents significantly as well as getting you to $5.

Special note regarding Throne Room and King’s Court: if you Throne Room a Minion, planning to both take $2 and discard, you should always discard first.  This is because if you discard and draw 4 terrible cards, you have a choice of discarding or taking $2.  Taking the $2 first prevents you from being able to make this decision.

On a side note: as powerful as this card is, I can’t get over its non-thematicness.  What do Minions have to do with discarding and drawing?  Wouldn’t your Goons and Militia be considered your Minions already?  Even the picture doesn’t make any sense.

Works with:

  • Other Minions!
  • Pawn, Festival
  • Conspirator/Fishing Village/Warehouse/other cheap non-terminal actions
  • Library/Watchtower
  • Tactician
  • Outpost, as Minion is likely able to salvage an otherwise poor hand (sample game)
  • Opponents’ handsize-decreasing attacks
  • Opponents with trimmed decks, since the discard-5-draw-4 power will be more likely to hurt

Conflicts with:

  • Opponents’ Curse-giving attacks
  • Opponents’ Swindlers
  • Lack of good trashing to thin your deck
  • Handsize increasers (usually)
  • Treasure and Treasure-oriented cards, like Mine
  • Terminal actions in general
Posted in Intrigue | Tagged | 32 Comments

Combo of the Day #13: Warehouse/Counting House

Another mildly thematic combo. Warehouse cycles your deck, tossing your Coppers into the discard for the Counting House to pick up.  It helps get you to your Counting House faster (through all the Coppers) and also softens the blow of drawing your Counting House too early.

Compared to combos like Golem/Counting House, Warehouse/Counting House is more flexible in that you can buy other cards to help out—Golds and Platinums are always helpful (though of course Bank is the best treasure for use with Counting House), and Worker’s Villages are perfect because their +Buy can provide both the Coppers as well as more buying options later on.  Talisman is also a great card for stacking up on Coppers and Warehouses.

The drawback is the ever-shrinking handsize due to repeated Warehousing.  Realistically, you won’t ordinarily be able to play play more than 4 Warehouses per turn.  But it’s a good solution to the two main problems with Counting House: deck cycling, and drawing the card too early.

Sample game

An example of how it counters Ambassador quite well.

Sample game

I didn’t buy much Copper because there are no Colonies we weren’t going to get to Colonies before the game ended on piles; in games with where Colonies are contested, you should obviously invest a little more in Coppers so you can get to $11.

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Combo of the Day #12: Golem/Counting House

Counting House is best when you have your deck in the discard.  Naturally, the obvious way to accomplish this goal is with Chancellor.  The problem this faces is the sheer improbability of drawing your Chancellor, plus your Counting House, plus a +Actions card, amidst all your Copper.  It’s OK, but pretty difficult to pull off.

The better (and cooler) way is with Golems.  Build a deck of many Golems and a single Counting House, with no other Actions.  Each time you play your Golem, it will find your Counting House, then discard your entire deck searching for another action (unsuccessfully).  At that point, play your Counting House and draw all the Copper in the deck into your hand.  Rinse and repeat.

This approach suffers from its flaws as well—it’s inflexible, for starters.  Counting House has many synergies (Bank, Coppersmith, Warehouse), but none of them would work well with this strategy, which explicitly depends on the existence of only one non-Golem Action card in order to discard everything else.  Moreover, it requires quite a few Golems in order to be effective, and ironically enough, suffers greatly when you actually draw your Counting House as part of your hand.  (Though you can always hope your opponent will play Minion or Militia.)  But the biggest advantage this combo has over Chancellor/Counting House is the ability to buy further Coppers without gumming up your combination.  If you have enough Golems to reliably draw at least one each turn, then as long as you buy a single Copper along the way, you can guarantee a $8 turn every turn.

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Prosperity: Monument

Monument

Dominion: Prosperity

Despite having one of the most awesome card images, Monument is one of the most boring cards.  It’s not bad: the VP token power is decent, and can really add up.  Certainly if there are no better terminal Actions, then opening Monument/Silver is definitionally better than Silver/Silver.

But the problem is that it competes with so much other stuff.  If there aren’t any +Actions, then it has a pretty bad claim to be one of your terminal Actions.  Even if there are, so many other $4 cards offer more interesting (and more stackable) powers.  Militias and Cutpurses provide nearly the same benefit while crippling your opponents; Salvager/Remodel/Bishop/Island trim your deck; Baron/Bridge/Mining Village can catapult you to $5 and $6 before your opponents.  (Monument is generally better than Scout and Navigator … but then again, what isn’t?)

Its lone unique perk is that it’s the only +VP token card (thus far) that really works well with Throne Room / King’s Court.  A Throned or Kinged Bishop usually just runs out of stuff to trash, whereas Throned and Kinged Goons are a bit of waste, since it only adds to the +Buy and not the +VP.

Naturally, Monument is nicer the earlier you buy it.  It’s probably worth buying in the early game if there aren’t any other good options.  Mid-game, it’s a good pickup if you’re feeling like you have Actions to burn and want to get some tiebreaker points.  Late-game, it might be too late and you might be better off buying Estates/Gardens with your $4.  (Unless, of course, you have a Royal Seal / Watchtower and can play it on the next turn, preferably Kinged or Throned.)  And it works best in thin decks, where you can play it as often as possible.

Works with:

  • Bishop/Goons, if you’re going for a VP tokens strategy
  • Throne Room / King’s Court
  • Chancellor, which lets you play it more often
  • Very long games / thin decks (both being situations where you can play it often)

Conflicts with:

  • The existence of more attractive $4 Actions
  • The existence of more attractive terminal Actions in a set without +Actions
  • Sets that lead to fast games (e.g., Chapel, Gardens, or even Envoy if opponents opened Envoy/Silver)
Posted in Prosperity | Tagged | 6 Comments

Prosperity: Bishop

Bishop

Dominion: Prosperity

There’s two ways to view Bishop.  The first is by lumping it with Salvager and Remodel, as a 4-cost, single-card trasher that provides some kind of benefit.  (In this sense, Island is a bit like a one-time version of Bishop: it provides 2VP + the value of the Island card, but Bishop’s ability scales upward and can be used multiple times.)  From this vantage, Bishop is just another deck-trimmer that isn’t quite as fast as Chapel but provides a little ancillary benefit while trashing.  Its +$1 is more useful than one might think; the worst possible opening draw with Salvager is 4 Coppers and 1 Salvager, especially if there are key $4 cards to buy.  Bishop doesn’t have this problem.

The alternative is to view Bishop with Goons and/or Monument as a different strategy altogether.  This approach eschews Victory cards, instead focusing on buying crappy cards with Goons for VP tokens, then trashing them with Bishop for more VP tokens.  If your opponent can’t end the game, you can happily collect VP tokens in perpetuity.  This approach depends heavily on +Actions and some way to get through your deck.

Alternatively, with Talisman or Hoard, you can gain a ton of fuel for your Bishops.  Trashing Estates and Duchies with Bishop is usually a win-win—you (mostly) break even on VP, while trimming your deck.  Trashing Provinces is a little risky, though perhaps worth it if you can do it early enough.

Bishop is worst when you have weighed down your opponents with Curses and Coppers, since they derive more benefit than you out of the trashing.  Similarly, in the early game, there’s often a tension over who has to buy Bishop.  This is because if there are other useful $4 cards (or other, more important terminal Actions of any cost), then neither side wants to be the one who buys the Bishop, letting the other player trim his deck for free.  It’s a bit of a prisoner’s dilemma.

Works with:

  • Goons, as part of an overall VP token strategy
  • Bridge / Peddler / Quarry, because of the cost differential (buy a Peddler for $0, trash it for 4 VP)
  • Hoard (sample game) or Talisman, for Bishop fodder
  • Loan, which can clear out Coppers for the Bishop (see sample game)

Conflicts with:

  • Opponents’ handsize-reduction attacks (e.g., Militia)
  • Your own Curse-giving attacks
  • Odd-cost cards

Sample Game

A textbook example of how Bishop can beat a standard strategy through effective trashing.  Loan gets rid of Coppers that aren’t good for Bishop, and Bishop gets rid of the Loan when it’s no longer useful.

Sample Game #2

With a five-card deck, using the Bishop to repeatedly trash a Province gets you 5VP a turn while accelerating the end of the game.

Posted in Prosperity | Tagged | 14 Comments

Seaside: Haven

Haven

Dominion: Seaside

Haven is my personal second-favorite $2 card (after you-know-what).  It significantly reduces the luck of the draw by allowing you to control card distribution.  For instance, it allows you to shuffle the Explorer, Treasure Map, or Throne Room around in your deck until you find the right card to pair it with.  But it also helps put together other combinations that more subtly depend on other cards: if you draw a Remodel with nothing worth Remodeling, a Smithy without +Actions, a Tactician with too much money, an early Counting House, or even a Lighthouse with another Lighthouse, then just use Haven to save it for later.  In addition, in sets without +Actions, Haven can keep your terminal actions separate so you aren’t forced to discard one of them. It works especially well with Conspirator; not only does Haven feed the Conspirator chain, it also allows you to save an otherwise dead Conspirator for later hands that have more Actions to play.

Haven also optimizes Treasure distribution.  Stuck at $7 again, without anything to buy?  Haven away a Copper, and next turn it might push you over to $8.  Drew a Platinum with too much money already without +Buy?  Haven it away for a big turn next turn.  Have $5◉, and unsure of whether to get the Familiar or a Laboratory?  Haven away the Potion (or a Silver).  And when you have nothing you want to Haven, you can always tuck away a Victory card.

Haven’s biggest drawback are situations where you have 5 cards that add up exactly to 8 (or 11), and you can’t Haven any of them.  But that’s pretty rare.  In addition, Haven’s power is less helpful if your deck is heavily attack-based or Duration-based, since those are typically cards that you always want to play at the first opportunity.

EDIT: see discussion in comments for a comparison of Haven and Courtyard, which are very similar

Works with:

  • Throne Room / King’s Court
  • Treasure Map
  • Remodel / Expand
  • Explorer
  • Conspirator
  • Potion
  • Vault
  • Counting House
  • Sets without +Actions
  • Combinations of Actions in general

Conflicts with:

  • Actions that don’t depend on other cards, and which you generally want to play as soon as possible.  For example: Spy, Witch, Mountebank, and Duration cards like Caravan or Merchant Ship.
Posted in Seaside | Tagged | 6 Comments

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 when your opponent is investing heavily in Treasuries.  The effect is doubly devastating: not only are you getting rid of one of his primary sources of income, but by forcing him to discard them, you prevent your opponent from chaining them together again for a long time.

Minion also counters Alchemists, and for the same reasons as outlined above, can completely wreck an Alchemist’s ability to get through his deck.  To a lesser extent, Minion can also nullify the top-decking power of Royal Seal/Watchtower/Herbalist (assuming they top-decked something useful, you can then force your opponent to discard it immediately).

On the same principle, Masquerade can work in place of Minion, albeit via a different mechanism.  If your opponent’s hand is consistently filled with Treasuries/Alchemists, you can often force him to pass you a good card.

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Dominion: Chapel

Chapel

Dominion

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 games: “games with Chapel” and “games without Chapel”.  Later expansions have provided alternative trashing options, such that thin decks are no longer the exclusive hallmark of Chapel.  Nevertheless, Chapel continues to be the most efficient and most readily available trashing card.  Indeed, its presence seriously advantages players that begin with a $5/$2 split, since players that start with $4/$3 will readily forgo money to buy the Chapel on the $3 turn.

There are extraordinarily few situations where you shouldn’t purchase a Chapel on one of your first two turns.  Generally speaking, if there are no Reaction cards, then over-Chapeling is dangerous against the Thief (with support) and the Pirate Ship, especially in multiplayer games.  It is also dangerous when your opponent shows signs of pursuing Gardens; a good Gardens player can end the game before a fine-tuned Chapel engine kicks into high gear.  And Masqueraders might be able to force you into uncomfortable positions.  But even these situations do not call for forsaking Chapel per se, only judicious use of the Chapel.

Against Curse-giving attacks, it is even more crucial to Chapel as much as possible and as quickly as possible.  (If Reaction cards are present, then Chapeling is the first line of defense because it ensures that you can consistently draw your Moats or Watchtowers.)  It is completely untrue that Witch is weakened when Chapel is available; in fact, probably the opposite is true.  Being forced to trash Curses can slow you down just enough to fall insurmountably behind an opponent that is Witching and Chapeling at the same time.  (This is less of a concern when Colonies are in the game, since you’ll sometimes be able to catch up by the time the Colonies are contested.)  You should never need to get a second Chapel; if you do, that’s probably evidence that you didn’t Chapel fast enough early on.

Once past the early game, Chapel usually lies dormant, called upon only infrequently to defend against the odd Curse or Copper.  Goons decks are an exception, since you might want to buy Coppers for the VP tokens and then clear them out.  A particularly unlucky Hoard player might be forced to buy an Estate or two for Golds, and the Chapel can come in handy here.

Chapel even works well with other trashing cards (like Remodel or Salvager) since those cards can turn late-game Chapels into something useful.  (Loan and Lookout, of course, being exceptions.)  Remodel is particularly effective in Chapeled decks because it is more likely to convert good cards into even better cards, instead of Coppers into 2-cost junk.  Chapel does somewhat conflict with Forge, however, since Forge’s best ability isn’t gaining Victory cards but clearing out a ton of deck junk at once.

When actually Chapeling, you should almost always Chapel as much as you can in the early game.  (It is instructive that Donald X. noted that playtesters experimented with a Chapel that trashed only up to 3 cards, and “It was horrible. Just, way slower than the current version, like you wouldn’t believe.”)  The more you delay, the more difficult it is to streamline your deck.  If you draw the Chapel with 4 Coppers, you should have no hesitation about trashing them all.  If you opened with Silver, you should always be able to Chapel Coppers without fear of running out of money in your deck.  If you didn’t, be sure to pick up at least one Silver or other +$2 card on a non-Chapeling turn.

With a $3/$4 split, the other card you buy with Chapel is usually going to be Silver.  However, there are some actions that work very well with Chapel:

  • Cards that prevent your opponent from Chapeling well (e.g., Militia, Cutpurse, Sea Hag), especially if you are first player
  • Cards that boost you up quickly (e.g., Quarry, Mining Village, Feast sometimes)
  • Popular cards that will likely run out (e.g., Fishing Village, Caravan)

With a $5/$2, the Cursing attacks are absolutely devastating.  In their absence, look for cards that can bootstrap you up quickly (Merchant Ship, Vault), rather than cards that provide late game advantage (City).

One little trick in Chapel games is to spare a single Estate from being trashed.  A careless opponent, especially in a face-to-face game, will often overlook this, giving you a permanent tiebreaker at relatively minimal cost.  (This trick doesn’t work quite as well with other deck-thinning options like Salvager or Bishop, since there is no similar presumption that everyone has trashed all their Estates.)

(Update: see Donald X. Vaccarino’s response here.  I agree with his sentiment that although Chapel is the most powerful card in the game relative to its cost, it makes the game far better for it.)

Works with:

  • Remodel
  • Grand Market (sample game, featuring Quarries, where fast Chapeling of the Coppers gets to Grand Markets faster)
  • Adventurer / Venture
  • Other cards that indirectly depend on “high density” (e.g., Market)
  • Actions that depend on other Actions (e.g., Throne Room / King’s Court, Treasure Map)

Conflicts with:

  • Thief
  • Pirate Ship
  • Gardens
  • Moneylender (sometimes; if there is no way to Remodel the Moneylender, it’s an extra card to Chapel and you might draw it with the Chapel when you’d rather have a Silver for a $2 instead)
  • Mint‘s trashing ability, unless you can gain it instead of buying it
  • Cards that depend on a crappy deck (e.g., Coppersmith, Counting House, Loan, Lookout, Forge)
  • Many attacks hurt Chapeled decks more than un-Chapeled decks.  (E.g., Masquerade, Militia, Minion, Saboteur, Spy.)  But this is generally not a concern, since Chapeled decks will be so far ahead that they can usually shrug off these attacks and stay in front.
Posted in Dominion | Tagged | 41 Comments