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|name = Militia
|name = Militia
Revision as of 17:25, 4 March 2021
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|Type(s)||Action - Attack|
Each other player discards down to 3 cards in hand.
Militia is an Action and Attack card from the Base set. It is the first handsize attack that most players encounter when learning Dominion, making opponents discard down to three cards in hand. It is also a terminal silver, meaning that it gives + but no +Action.
Though it is outclassed by other handsize attacks such as Goons from Prosperity, it remains a useful card to add to many decks, slowing down opponents while giving you to spend. It can be countered by draw-up-to-X cards like Library.
- Players with 3 or fewer cards in hand do not discard any cards.
- Players with more cards discard until they only have 3.
Other Rules clarifications
There is no strategy article written for Militia.
Militia is a fairly basic and pretty good discard attack. It can be effective at slowing down the opponent early, and an engine which plays Militia every turn will greatly slow down a Big Money strategy. It's also a good counter to strategies that rely on sifting from Warehouse, Cellar, Inn, or Storeroom, and it's good against Vault and Secret Chamber decks. With no support, Militia does not beat terminal draw as a Big Money enabler, but is often a good addition to an engine.
When is militia strongest?
Militia tends to have a stronger effect against a heavily-thinned deck, as these decks have more consistent value and less junk to discard. Trashers typically come with an opportunity cost, so a deck that relies on trashing tends to go through a period where it has forgone stronger cards in the short-term, for more benefits long-term.
Like other discard attacks, Militia is stronger against decks that contain a lot of cantrips. Because a player does not know what cards will be drawn, cantrips increase the likelihood of making a sub-optimal choice of which cards to discard.
Militia is also markedly more powerful against decks that have a relatively homogeneous composition, as opposed to decks with cards of disparate play value, because decks with a few strong cards mixed in with weaker cards can discard the weaker cards, losing less value.
Militia is particularly weak against decks full of Victory cards (or Curses). This makes Militia particularly ineffective against VP rush strategies, especially Gardens. These decks fill up with victory cards quickly, and have lots of cards that can be discarded without loss. In a more typical deck, assuming there is no strong counter, Militia tends to hit hardest mid-game when players' decks have reached a consistently high value, but before greening.
- Playing a Militia (or other similar handsize attack) after a Council Room or a Governor played for +Cards can cancel out the benefit the opponent receives from the handsize increase.
- Playing a Masquerade after a Militia can steal good cards from an opponent. (http://dominionstrategy.com/2010/11/12/combo-of-the-day-4-militiamasquerade/ )
- Opponents' cantrips
- Opponents' trashing
- Goons has the same attack but is better.
- If your opponent has a draw-up-to-X card such as Library, Watchtower, or Jack of all Trades in hand, playing a Militia may actually help them.
- Counting House strategies are unaffected by Militia attacks.
- Stronger terminal actions and absence of +Actions
- Opponents' VP-rush strategies, like Gardens, Silk Road, or Duchy/Duke
- Opponents' Tunnels
- Your cursing attacks
|+. Each other player discards down to 3 cards in his hand.||Dominion 1st Edition||October 2008|
|+. Each other player discards down to 3 cards in hand.||Dominion 2nd Edition||October 2016|
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