|Type(s)||Action - Attack|
|Gain a Gold. Each other player gains a Curse, and if they did, draws a card.|
Soothsayer is an Action–Attack card from Guilds. It is a Gold gainer, as well as a Curser whose attack is mitigated by increasing the hand size of anyone who receives a Curse.
- If there is no Gold left, you do not gain one.
- If there are not enough Curses left to go around, deal them out in turn order, starting with the player to your left.
- Each player who gained a Curse draws a card. This is not optional.
- A player who did not gain a Curse, whether due to the Curses running out or due to some other reason, does not draw a card.
- A player who uses Watchtower (from Dominion: Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Dominion: Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card†.
Other rules clarifications
- If you gain a Curse and draw a Reaction like Sheepdog or Horse Traders, it's too late to use it.
- Each affected player gains a Curse and draws a card before the next affected player does so. This is a change from the first version of Soothsayer.
† Trader now exchanges the Curse, so players that react with Trader will draw a card.
Soothsayer is a mediocre Curser and Gold gainer. Compared to other Cursers such as Witch, it is generally weaker for three reasons:
- It lets your opponent draw a card upon gaining a Curse.
- It provides no immediate benefit (such as draw or ) on the turn that you play it.
- It slows down your deck control as much as your opponents’ because a Gold—while much better—is a stop card just like a Curse.
These factors combine to make Soothsayer’s junking easier to counter, usually by using trashers, meaning that its role is particularly heavily dependent on other characteristics of the Kingdom.
In Kingdoms with weak or non-existent Curse thinning or Attack immunity, Soothsayer performs similarly to other junkers, and playing it early and often can reduce your opponents’ deck control, money density, and overall . Gaining a copy early can be a good idea in such situations, and if the deck control tools are weak this can lead to a slog. Sifting, such as with Warehouse, can be particularly effective, because the difference between your best and worst cards is large due to the Gold gaining, and the associated cycling can allow you to play your Soothsayer more frequently.
If it’s relatively easy to deal with Soothsayer’s Curses, it functions as a Gold gainer with a minor attack. In this role, Soothsayer can be used to ramp up your payload, and is most effective if you have some overdraw to gain-and-play the Gold. Aside from use as payload, the gained Golds can also be used to feed trash-for-benefit effects such as Remodel. When used in this way, Soothsayer is best added in the midgame, after you have established some deck control and can handle an influx of stop cards. While giving your opponent free draw to gain your Gold is undesirable, this is somewhat offset by the Curse which your opponent will likely have to draw to trash, and can be mitigated by using a discard attack such as Militia.
|Gain a Gold. Each other player gains a Curse. Each player who did draws a card.||Guilds||June 2013|
|Gain a Gold. Each other player gains a Curse, and if they did, draws a card.||Guilds & Cornucopia (2017 printing)||March 2018|
Other language versions
It is notable in being the only Curser card that does not reflect the theme of its expansion.
Retrospective on complexity
Yes there will be a certain amount of complexity. That bit on Soothsayer was a poor place to spend complexity points. It did not make the card all that complex, and was still a mistake. It's the natural way of all cards, to become more complex during playtesting. This card isn't fun enough; add some text! It's a little too weak... some text to make it more powerful! Or too strong, make it weaker with text. You can't just change the big numbers; there's a huge gulf between +Soothsayer was totally fine. One person complained. I thought sure and changed it. It was a mistake; it doesn't happen enough to justify the extra text. There's a chart and everything. and + and so on. So, complexity. And it all adds up to unplayable complexity. You have to rein it in everywhere you can.
Retrospective on power level