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Seaside is one of the most universally well-liked Dominion expansions, and a frequent answer to the "What should be the first expansion I buy?" question. This may be because [[Duration]] cards provide a noticeably different gameplay experience than anything that's available in the {{Set|Dominion|Base set}} or {{Set|Intrigue}}, while still having effects that are relatively straightforward and easy to understand. When [[Donald X.]] decided to start reusing mechanics from past expansions in designing {{Set|Adventures}}, Duration was the principal mechanic he chose to revisit; since then, each new expansion after Adventures has included at least two Duration cards.  
 
Seaside is one of the most universally well-liked Dominion expansions, and a frequent answer to the "What should be the first expansion I buy?" question. This may be because [[Duration]] cards provide a noticeably different gameplay experience than anything that's available in the {{Set|Dominion|Base set}} or {{Set|Intrigue}}, while still having effects that are relatively straightforward and easy to understand. When [[Donald X.]] decided to start reusing mechanics from past expansions in designing {{Set|Adventures}}, Duration was the principal mechanic he chose to revisit; since then, each new expansion after Adventures has included at least two Duration cards.  
  
Seaside was often perceived to be a "power creep" expansion; certainly it contains several cards that are very strong for their cost in comparison to the average card in Intrigue or base Dominion. {{Card|Lighthouse}} provides some of the best protection from [[Attack]]s available in Dominion; and {{Card|Fishing Village}}, {{Card|Caravan}}, {{Card|Tactician}}, and {{Card|Wharf}} have very strong next-turn effects that can allow an engine to function with extremely high reliability. {{Card|Fishing Village}} and {{Card|Wharf}} are often described as the most powerful [[villages|village card]] and the most powerful non-Attack {{Cost|5}} card, respectively. The first edition of Seaside contained three strong Attacks—{{card|Ambassador}}, {{card|Sea Hag}}, and {{card|Ghost Ship}}—to the point that [[Donald X.]] [[removed]] them from the [[second edition]] of Seaside on the grounds that they made the game too miserable.
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Seaside is often perceived to be a "power creep" expansion; certainly it contains several cards that are very strong for their cost in comparison to the average card in Intrigue or base Dominion. {{Card|Sea Hag}} and {{Card|Ambassador}} are two powerful [[junking attack]]s for less than {{Cost|5}}, making them very strong [[opening|openers]]; {{Card|Ghost Ship}} is one of the most punishing [[handsize attack]]s to be hit by; {{Card|Lighthouse}} on the other hand provides some of the best protection from [[Attack]]s available in Dominion; and {{Card|Fishing Village}}, {{Card|Caravan}}, {{Card|Tactician}}, and {{Card|Wharf}} have very strong next-turn effects that can allow an engine to function with extremely high reliability. {{Card|Fishing Village}} and {{Card|Wharf}} are often described as the most powerful [[villages|village card]] and the most powerful non-Attack {{Cost|5}} card, respectively.
  
 
Seaside has no cards costing {{Cost|6}}, and more cards costing {{Cost|2}} than any other expansion. This is a deliberate move on [[Donald X.]]'s part to compensate for the range of costs in the {{Set|Prosperity}}, which has no {{Cost|2}} cards and many cards costing {{Cost|6}} or more.
 
Seaside has no cards costing {{Cost|6}}, and more cards costing {{Cost|2}} than any other expansion. This is a deliberate move on [[Donald X.]]'s part to compensate for the range of costs in the {{Set|Prosperity}}, which has no {{Cost|2}} cards and many cards costing {{Cost|6}} or more.

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