User:Kieranmillar

From DominionStrategy Wiki
(Difference between revisions)
Jump to: navigation, search
m (Strategy Article)
m (Strategy Article)
Line 12: Line 12:
 
Chapel does one thing, trashing cards, but does it extremely quickly and effectively. Very few other cards can remove as many cards from your deck as quickly as Chapel can. You almost always want to buy Chapel on turn 1 or 2, whichever has the least money, so you can start trashing as soon as possible. It is important to begin as soon as possible, but in Chapel's case it's extra important because the early turns are when you are most likely to draw Chapel alongside 4 {{Card|Copper}}s and {{Card|Estate}}s.
 
Chapel does one thing, trashing cards, but does it extremely quickly and effectively. Very few other cards can remove as many cards from your deck as quickly as Chapel can. You almost always want to buy Chapel on turn 1 or 2, whichever has the least money, so you can start trashing as soon as possible. It is important to begin as soon as possible, but in Chapel's case it's extra important because the early turns are when you are most likely to draw Chapel alongside 4 {{Card|Copper}}s and {{Card|Estate}}s.
  
Take care not to bankrupt yourself. While [[Copper]] is weak, you are reliant on them in the early game for money. Keep track of how many {{Card|Copper}}s you have trashed, and ensure you buy something else that generates money before you can't afford it. It is common to open alongside a card that produces coins, including {{Card|Silver}}, but action cards such as {{Card|Militia}} are fine too. While you might try to avoid opening with two action cards that do not have any +Actions, if you draw them together on turn 3 and 4, you simply play the Card|Chapel, trashing the three starting cards. Had the {{Card|Militia}} instead been a {{Card|Silver}}, you may not have been buying any card for {{Cost|2}} anyway. Cards like {{Card|Poacher}} that provide +1 Card and +1 Action are also nice with Chapel, as if you draw them together, you still get to trash 4 starting cards, and it makes Chapel less likely to miss the shuffle if it was the 11th card in your deck.
+
Take care not to bankrupt yourself. While [[Copper]] is weak, you are reliant on them in the early game for money. Keep track of how many {{Card|Copper}}s you have trashed, and ensure you buy something else that generates money before you can't afford it. It is common to open alongside a card that produces coins, including {{Card|Silver}}, but action cards such as {{Card|Militia}} are fine too. While you might try to avoid opening with two action cards that do not have any +Actions, if you draw them together on turn 3 and 4, you simply play the Chapel, trashing the three starting cards. Had the {{Card|Militia}} instead been a {{Card|Silver}}, you may not have been buying any card for {{Cost|2}} anyway. Cards like {{Card|Poacher}} that provide +1 Card and +1 Action are also nice with Chapel, as if you draw them together, you still get to trash 4 starting cards, and it makes Chapel less likely to miss the shuffle if it was the 11th card in your deck.
  
 
It is especially important to trash early when junking attacks like {{Card|Witch}} are present. While Chapel is very good at trashing {{Card|Curse}}s, even more important is its ability to quickly prepare you deck for the incoming {{Card|Curse}}s, as a thin deck can more easily draw Chapel and {{Card|Curse}} in the same hand so it can be trashed. Even better, when your deck is thin you can play your own {{Card|Witch}}es more often, hopefully giving more {{Card|Curse}}s to your opponent first.
 
It is especially important to trash early when junking attacks like {{Card|Witch}} are present. While Chapel is very good at trashing {{Card|Curse}}s, even more important is its ability to quickly prepare you deck for the incoming {{Card|Curse}}s, as a thin deck can more easily draw Chapel and {{Card|Curse}} in the same hand so it can be trashed. Even better, when your deck is thin you can play your own {{Card|Witch}}es more often, hopefully giving more {{Card|Curse}}s to your opponent first.

Revision as of 15:55, 4 March 2021

Chapel

Strategy Article

Chapel is the card most often misunderstood by new players. It may appear weak if you do not understand the value of trashing, but in reality is the strongest card in the Base set and has always been in the top 10 strongest cards in all of Dominion.

Trashing cards is usually very powerful. The CopperCopper.jpgs and EstateEstate.jpgs you start with are very weak, and get in the way of drawing much more powerful cards that you will be gaining during the course of the game. By removing these weak cards as soon as possible:

  • You start drawing hands with a higher proportion of powerful cards, enabling much stronger turns.
  • You are more likely to pair up cards that want to be drawn together, such as VillageVillage.jpg and SmithySmithy.jpg.
  • By having a small deck of few cards, you do not need to purchase as many draw cards, making drawing and playing all of the cards you own each turn much easier and cheaper achieve.
  • You can focus on playing the powerful cards you really want to be using, such as WitchWitch.jpg and ArtisanArtisan.jpg much sooner and more often.

Chapel does one thing, trashing cards, but does it extremely quickly and effectively. Very few other cards can remove as many cards from your deck as quickly as Chapel can. You almost always want to buy Chapel on turn 1 or 2, whichever has the least money, so you can start trashing as soon as possible. It is important to begin as soon as possible, but in Chapel's case it's extra important because the early turns are when you are most likely to draw Chapel alongside 4 CopperCopper.jpgs and EstateEstate.jpgs.

Take care not to bankrupt yourself. While Copper is weak, you are reliant on them in the early game for money. Keep track of how many CopperCopper.jpgs you have trashed, and ensure you buy something else that generates money before you can't afford it. It is common to open alongside a card that produces coins, including SilverSilver.jpg, but action cards such as MilitiaMilitia.jpg are fine too. While you might try to avoid opening with two action cards that do not have any +Actions, if you draw them together on turn 3 and 4, you simply play the Chapel, trashing the three starting cards. Had the MilitiaMilitia.jpg instead been a SilverSilver.jpg, you may not have been buying any card for $2 anyway. Cards like PoacherPoacher.jpg that provide +1 Card and +1 Action are also nice with Chapel, as if you draw them together, you still get to trash 4 starting cards, and it makes Chapel less likely to miss the shuffle if it was the 11th card in your deck.

It is especially important to trash early when junking attacks like WitchWitch.jpg are present. While Chapel is very good at trashing CurseCurse.jpgs, even more important is its ability to quickly prepare you deck for the incoming CurseCurse.jpgs, as a thin deck can more easily draw Chapel and CurseCurse.jpg in the same hand so it can be trashed. Even better, when your deck is thin you can play your own WitchWitch.jpges more often, hopefully giving more CurseCurse.jpgs to your opponent first.

Synergies

Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox