Combo: Night Watchman and Tunnel

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Night Watchman / Tunnel
Night Watchman.jpg Tunnel.jpg
Set(s) Nocturne / Hinterlands

Night WatchmanNight Watchman.jpg and TunnelTunnel.jpg is a combo that uses Night Watchman's cycling to quickly activate your Tunnels.

[edit] Article

original article by Geronimoo

Two weak cards. Combined they are a powerhouse. In the case of Night Watchman and Tunnel it’s not entirely clear if that’s true. Let’s find out.

It’s well established by the Dominion community that DungeonDungeon.jpg and Tunnel are a great combination. Dungeon discards Tunnel for GoldGold.jpg and looks at 13 cards with each play to find Tunnel(s). The huge amount of deck cycling means you’re buying ProvincesProvince.jpg early and often. The deck also doesn’t really stall in the end game thanks to Dungeon’s filtering. It outperforms all Big Money decks and the weaker engine decks. It also has enough speed to keep up with the rush decks (like IronworksIronworks.jpg/GardensGardens.jpg).

Night Watchman only looks at 5 cards but opening Tunnel/Night Watchman almost guarantees having a Gold before the first shuffle. On top of that, when you buy the Watchman he goes straight to your hand. Let’s simulate it to find out its matchup vs Dungeon/Tunnel.

NW Dungeon VP.png

Dungeon/Tunnel wins 80% of the games vs a mere 17% for Night Watchman/Tunnel. The average $ generated each turn is also interesting:

NW Dungeon Coin.png

Here’s the optimal game plan (buy rules need to be evaluated from top to bottom for each buy):

  • Province
  • DuchyDuchy.jpg when 6 or less Provinces left in the supply
  • Tunnel when 4 or less Provinces left in the supply
  • EstateEstate.jpg when 2 or less Provinces left in the supply
  • Tunnel if you have equal or more Night Watchman
  • Night Watchman

Notice this deck never buys Gold or SilverSilver.jpg (this would actually decrease the win rate).

Here’s the Dungeon/Tunnel Bot for reference:

  • Province
  • Duchy when 4 or less Provinces left in the supply
  • Tunnel when 4 or less Provinces left in the supply
  • Estate when 2 or less Provinces left in the supply
  • Dungeon if you have equal or more Tunnels
  • Tunnel
  • (Silver) -> probably never bought

Night Watchman/Tunnel’s strength/speed is comparable to GearGear.jpg Big Money (one of the better Big Money variants). You shouldn’t try this strategy if there’s a moderate/strong engine or rush strategy available.

You can improve this deck by adding a strong attack (like MountebankMountebank.jpg). Adding strong terminal draw (like Wharf) will also help. There’s an idea to incorporate it in an engine as payload, but that’s probably too cumbersome. NW/Tunnel doesn’t work very well in decks that draw a lot of cards because unlike other Tunnel enablers, NW doesn’t want you to actually draw your Tunnel, which is what makes this synergy strong. Night Watchman’s filter effect mimics trashing effects, so adding a trasher won’t help much.

Cards $0star Will-o'-WispWill-o'-Wisp.jpgWishWish.jpg $2 DruidDruid.jpgFaithful HoundFaithful Hound.jpgGuardianGuardian.jpgMonasteryMonastery.jpgPixiePixie.jpg (GoatGoat.jpg) • TrackerTracker.jpg (PouchPouch.jpg) $2star ImpImp.jpg $3 ChangelingChangeling.jpgFoolFool.jpg (Lost in the WoodsLost in the Woods.jpgLucky CoinLucky Coin.jpg) • Ghost TownGhost Town.jpgLeprechaunLeprechaun.jpgNight WatchmanNight Watchman.jpgSecret CaveSecret Cave.jpg (Magic LampMagic Lamp.jpg) $4 BardBard.jpgBlessed VillageBlessed Village.jpgCemeteryCemetery.jpg (Haunted MirrorHaunted Mirror.jpg) • ConclaveConclave.jpgDevil's WorkshopDevil's Workshop.jpgExorcistExorcist.jpgNecromancerNecromancer.jpg (Zombies: ApprenticeZombie Apprentice.jpgMasonZombie Mason.jpgSpyZombie Spy.jpg) • ShepherdShepherd.jpg (PasturePasture.jpg) • SkulkSkulk.jpg $4star GhostGhost.jpg $5 CobblerCobbler.jpgCryptCrypt.jpgCursed VillageCursed Village.jpgDen of SinDen of Sin.jpgIdolIdol.jpgPookaPooka.jpg (Cursed GoldCursed Gold.jpg) • Sacred GroveSacred Grove.jpgTormentorTormentor.jpgTragic HeroTragic Hero.jpgVampireVampire.jpg (BatBat.jpg) • WerewolfWerewolf.jpg $6 RaiderRaider.jpg
Boons The Earth's GiftThe Earth's Gift.jpgThe Field's GiftThe Field's Gift.jpgThe Flame's GiftThe Flame's Gift.jpgThe Forest's GiftThe Forest's Gift.jpgThe Moon's GiftThe Moon's Gift.jpgThe Mountain's GiftThe Mountain's Gift.jpgThe River's GiftThe River's Gift.jpgThe Sea's GiftThe Sea's Gift.jpgThe Sky's GiftThe Sky's Gift.jpgThe Sun's GiftThe Sun's Gift.jpgThe Swamp's GiftThe Swamp's Gift.jpgThe Wind's GiftThe Wind's Gift.jpg
Hexes Bad OmensBad Omens.jpgDelusionDelusion.jpg (DeludedDeluded.jpg) • EnvyEnvy.jpg (EnviousEnvious.jpg) • FamineFamine.jpgFearFear.jpgGreedGreed.jpgHauntingHaunting.jpgLocustsLocusts.jpgMiseryMisery.jpg (MiserableMiserable.jpg/Twice MiserableTwice Miserable.jpg) • PlaguePlague.jpgPovertyPoverty.jpgWarWar.jpg
Combos and Counters Night Watchman/Tunnel
Other concepts NightHeirloomFateDoomSpiritState
Cards $2 CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg $5 CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Combos and Counters Highway/MarketHorn of Plenty/MandarinMint/Fool's GoldNight Watchman/TunnelRebuild/TunnelScheme/ConspiratorStoreroom/TunnelTrader/FeodumTunnel vs Margrave
Other concepts When gain
Dominion Card Combos and Counters
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