Smithy
Smithy | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set |
Base![]() |
Illustrator(s) | Matthias Catrein |
Card text | |
+3 Cards |
Smithy is an Action card from the Base set. It is terminal, meaning it provides no +Action; its ability to increase your hand size by drawing 3 cards is useful both in money strategies and engine decks. Similar cards from other expansions, which also give +Cards but no +Action, are sometimes generally referred to as Smithies.
Contents |
FAQ
Official FAQ
- You draw 3 cards.
Strategy
Smithy is a draw card that increases your net hand size by 2. However, since it is a terminal Action, it may draw other Action cards dead if your deck lacks a village that you can play first.
Draw is among the most important effects in Dominion. It is one of the main methods of achieving deck control, which in turn increases the value of your payload cards by allowing you to play them more often. Most good engines need to be able to draw cards in order to play more Actions and set up desired collisions; similarly, money strategies greatly appreciate larger hand sizes, which can more easily hit higher pricepoints.
Smithy forms one component of the basic engine that most players first encounter: the Village/Smithy engine. With Village supplying +Actions, you can play multiple Smithies in a turn, and given enough of these pairs you can draw your deck, so building can consist of simply adding more and more pairs in the midgame to support an increasing amount of payload. Compared to Laboratory-based draw, Village/Smithy-based draw is slightly more likely to dud, as you need to be able to play Villages before your Smithies. If your deck is not thinned and/or can't sift through junk, you are less likely to be able to draw everything. If you know that you are likely to draw other Actions dead, it may be wise to avoid playing Smithy as the final or only Action of your turn, instead leaving those Actions to be played next turn.
Smithy’s value in the opening is both Kingdom- and luck-dependent. The primary thing to note about opening with Smithy is that it’s likely to trigger an early reshuffle: in many games you will have a 12-card deck at the end of turn 2, and two 5-card hands plus the 3 cards drawn by Smithy guarantee that you’ll trigger a shuffle early (assuming you don’t bottomdeck Smithy). This can work out unfavorably: for example, if you open with Smithy/Silver, are unable to afford a good card turn 3, and play Smithy on turn 4, the Smithy will trigger a shuffle including your turn 3 hand and purchase(s). This will also cause Smithy to miss the shuffle, along with whatever else you have in hand or in play, likely forcing a mediocre hand for turn 5. If, however, you are able to play your Smithy on turn 3 and also purchase a card, you’ll trigger a favorable early shuffle and are very likely to be able to play both on turn 5. It can be worth opening with Smithy if there is an early high pricepoint that you would like to hit, such as for Crop Rotation.
There are two things that may make Smithy look less attractive: limited terminal space and superior draw options. If there is an important terminal such as Witch and no villages available, skipping Smithy is reasonable. If an entirely different style of draw is stronger due to better payload options or reliability, e.g. draw-to-X with Festival/Library, you will also be less likely to gain Smithies. If there is another terminal draw card with an additional benefit, such as Council Room, you might also choose to gain a few of those instead of or alongside your Smithies.
Versions
English versions
Digital | Text | Release | Date | |
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+3 Cards | Dominion 1st Edition | October 2008 |
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+3 Cards | Dominion 2nd Edition | October 2016 |
Other language versions
Trivia
Theme for +Cards
Secret History