Militia
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There is no strategy article written for Militia. | 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 {{Card|Warehouse}}, {{Card|Cellar}}, {{Card|Inn}}, or {{Card|Storeroom}}, and it's good against {{Card|Vault}} and {{Card|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. | + | 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 {{Card|Warehouse}}, {{Card|Cellar}}, {{Card|Inn}}, or {{Card|Storeroom}}, and it's good against {{Card|Vault}} and {{Card|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. |
+ | |||
+ | On boards where there is no counter to Militia and both players buy it, the game can take markedly longer. | ||
+ | |||
+ | Militia, like other discard attacks, 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. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
* Playing a {{Card|Masquerade}} after a Militia can steal good cards from an opponent. (http://dominionstrategy.com/2010/11/12/combo-of-the-day-4-militiamasquerade/ ) | * Playing a {{Card|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 | ||
=== Antisynergies === | === Antisynergies === | ||
* {{Card|Goons}} has the same attack but is better. | * {{Card|Goons}} has the same attack but is better. | ||
* If your opponent has a draw-up-to-X card such as {{Card|Library}}, {{Card|Watchtower}}, or {{Card|Jack of all Trades}} in hand, playing a Militia may actually help them. | * If your opponent has a draw-up-to-X card such as {{Card|Library}}, {{Card|Watchtower}}, or {{Card|Jack of all Trades}} in hand, playing a Militia may actually help them. | ||
− | * {{Card|Counting House}} strategies are unaffected by Militia attacks. | + | * {{Card|Counting House}} strategies are unaffected by Militia attacks. |
+ | * Stronger terminal actions and absence of +Actions | ||
+ | |||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === |
Revision as of 15:20, 22 November 2012
Militia | |
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Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Base |
Illustrator(s) | Matthias Catrein |
Card text | |
+ Each other player discards down to 3 cards in his hand. |
Militia is an Action and Attack card from the Base set. It is a terminal Silver, meaning that it gives + but no +Action. It also makes all your opponent discard down to 3 cards in hand; it is the first handsize attack that most players encounter when learning Dominion. Though it is outclassed by other 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.
Contents |
FAQ
Official FAQ
- The attacked players discard cards until they have only 3 cards in hand.
- Players who had 3 or fewer cards in hand when Militia was played do not discard any cards.
Other Rules clarifications
Strategy Article
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.
On boards where there is no counter to Militia and both players buy it, the game can take markedly longer.
Militia, like other discard attacks, 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.
Synergies/Combos
- 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
Antisynergies
- 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
Trivia
Secret History