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'''Attack''' is a [[card type]]. An Attack is a card intended to hinder the player's opponent(s), either by making their next turn worse in some way, or otherwise weakening their deck. However, not all Attacks are equal, and while some can be quite devastating, others can range from mildly annoying to borderline beneficial to other players, depending on the circumstances. Most Attack cards are [[Action]] cards. There are no special rules relating to Attack cards; they are simply a useful label to have so that other cards (mostly [[Reaction|Reactions]]) can refer to them. | '''Attack''' is a [[card type]]. An Attack is a card intended to hinder the player's opponent(s), either by making their next turn worse in some way, or otherwise weakening their deck. However, not all Attacks are equal, and while some can be quite devastating, others can range from mildly annoying to borderline beneficial to other players, depending on the circumstances. Most Attack cards are [[Action]] cards. There are no special rules relating to Attack cards; they are simply a useful label to have so that other cards (mostly [[Reaction|Reactions]]) can refer to them. | ||
+ | == List of Attack cards sorted by expansion == | ||
− | + | * [[Dominion (Base Set)|Dominion]]: {{Card|Bureaucrat}}, {{Card|Militia}}, {{Card|Spy}}, {{Card|Thief}}, {{Card|Witch}} | |
− | + | * [[Intrigue]]: {{Card|Swindler}}, {{Card|Minion}}, {{Card|Saboteur}}, {{Card|Torturer}} | |
− | + | * [[Seaside]]: {{Card|Ambassador}}, {{Card|Cutpurse}}, {{Card|Pirate Ship}}, {{Card|Sea Hag}}, {{Card|Ghost Ship}} | |
− | * [[Dominion (Base Set)|Dominion]]: {{Card|Bureaucrat}}, {{Card|Militia}}, | + | |
− | * [[Intrigue]]: {{Card|Swindler}}, {{Card|Minion}}, | + | |
− | * [[Seaside]]: | + | |
* [[Alchemy]]: {{Card|Scrying Pool}}, {{Card|Familiar}} | * [[Alchemy]]: {{Card|Scrying Pool}}, {{Card|Familiar}} | ||
− | * [[Prosperity]]: | + | * [[Prosperity]]: {{Card|Mountebank}}, {{Card|Rabble}}, {{Card|Goons}} |
− | * [[Cornucopia]]: | + | * [[Cornucopia]]: {{Card|Fortune Teller}}, {{Card|Young Witch}}, {{Card|Jester}}, {{Card|Followers}} |
− | * [[Hinterlands]]: | + | * [[Hinterlands]]: {{Card|Oracle}}, {{Card|Noble Brigand}}, {{Card|Margrave}} |
− | * [[Dark Ages]]: {{Card|Urchin}}, {{Card|Mercenary}}, {{Card|Marauder}}, {{Card|Cultist}}, | + | * [[Dark Ages]]: {{Card|Urchin}}, {{Card|Mercenary}}, {{Card|Marauder}}, {{Card|Cultist}}, [[Knight|Knights]], {{Card|Pillage}}, {{Card|Rogue}} |
− | * [[Guilds]]: | + | * [[Guilds]]: {{Card|Taxman}}, {{Card|Soothsayer}} |
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* [[Adventures]]: {{Card|Warrior}}, {{Card|Soldier}}, {{Card|Bridge Troll}}, {{Card|Giant}}, {{Card|Haunted Woods}}, {{Card|Swamp Hag}}, {{Card|Relic}} | * [[Adventures]]: {{Card|Warrior}}, {{Card|Soldier}}, {{Card|Bridge Troll}}, {{Card|Giant}}, {{Card|Haunted Woods}}, {{Card|Swamp Hag}}, {{Card|Relic}} | ||
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+ | ==List of Attack cards by cost== | ||
+ | * {{Cost|0*}} {{Card|Mercenary}}, {{Card|Followers}} | ||
+ | * {{Cost|3}} {{Card|Swindler}}, {{Card|Ambassador}}, {{Card|Fortune Teller}}, {{Card|Urchin}}, {{Card|Soldier}} (Upgraded to from {{Card|Peasant}} / ''not in the supply'') | ||
+ | * {{Cost|4}} {{Card|Bureaucrat}}, {{Card|Militia}}, {{Card|Spy}}, {{Card|Thief}}, {{Card|Cutpurse}}, {{Card|Pirate Ship}} | ||
+ | * {{Cost|4}} cont. {{Card|Sea Hag}}, {{Card|Noble Brigand}}, {{Card|Marauder}}, {{Card|Sir Martin}}, {{Card|Taxman}} | ||
+ | * {{Cost|4*}} {{Card|Warrior}} | ||
+ | * {{Cost|5}} {{Card|Witch}}, {{Card|Minion}}, {{Card|Saboteur}}, {{Card|Torturer}}, {{Card|Ghost Ship}}, {{Card|Mountebank}}, {{Card|Rabble}} | ||
+ | * {{Cost|5}} cont. {{Card|Jester}}, {{Card|Margrave}}, {{Card|Cultist}}, [[Knight|Knights]] except [[Sir Martin]], {{Card|Pillage}}, {{Card|Rogue}} | ||
+ | * {{Cost|5}} cont. {{Card|Soothsayer}}, {{Card|Bridge Troll}}, {{Card|Giant}}, {{Card|Haunted Woods}}, {{Card|Swamp Hag}}, {{Card|Relic}} | ||
+ | * {{Cost|6}} {{Card|Goons}} | ||
+ | |||
== Overview == | == Overview == | ||
Attacks are often a crucial component of an [[engine]] strategy: an engine deck can take longer to build than an unimpeded [[Big Money]] deck; but an engine that frequently plays Attack cards can slow down an opponent's deck-building enough to make engine construction competitive. However, since they attack the opponent, strong Attack cards often have relatively weak (or even no) direct benefits to their owner's deck, slowing down deck-building from that direction as well. | Attacks are often a crucial component of an [[engine]] strategy: an engine deck can take longer to build than an unimpeded [[Big Money]] deck; but an engine that frequently plays Attack cards can slow down an opponent's deck-building enough to make engine construction competitive. However, since they attack the opponent, strong Attack cards often have relatively weak (or even no) direct benefits to their owner's deck, slowing down deck-building from that direction as well. | ||
− | Not every play of every Attack card will adversely affect (or even affect at all) an opponent, and some cards which can be used to hurt an opponent, such as {{Card|Masquerade | + | Not every play of every Attack card will adversely affect (or even affect at all) an opponent, and some cards which can be used to hurt an opponent, such as {{Card|Masquerade}} and {{Card|Ill-Gotten Gains}}, are not Attacks. The fact that "Attack" is a [[card type]] becomes relevant in that certain cards have specified interactions with Attacks. Most of these are [[Reaction]] cards that can be revealed when an opponent plays an Attack to have some effect that usually mitigates or counters the adverse effect of the Attack; the main exception is {{Card|Squire}}, which has an on-trash ability to gain an Attack. |
− | All Dominion expansions have at least two Attack cards. The greatest density of Attack cards is found in | + | All Dominion expansions have at least two Attack cards. The greatest density of Attack cards is found in [[Cornucopia]], which contains three Attack cards out of 13 Kingdom cards plus {{Card|Followers}}, an Attack–[[Prize]]. The lowest density of Attack cards is in [[Prosperity]] and [[Hinterlands]], which have only three Attacks out of 25 and 26 Kingdom cards respectively. In Hinterlands, the non-Attack [[curser]] Ill-Gotten Gains takes the place of an Attack card; in Prosperity, [[Donald X. Vaccarino]] deliberately kept the number of Attacks low in order to make it easier to construct decks that can buy {{Card|Colony}}, and to compensate, Prosperity has a large number of [[non-Attack interaction|non-Attack interactive cards]]. |
== Kinds of Attacks == | == Kinds of Attacks == | ||
There are 6 basic kinds of Attacks; some Attack cards belong to two of these categories. [[Donald X. Vaccarino]] explained 4 of them [http://forum.dominionstrategy.com/index.php?topic=82.0 here] in depth, including how to defend against them; the other two were speculated on [http://forum.dominionstrategy.com/index.php?topic=125.0 here]. | There are 6 basic kinds of Attacks; some Attack cards belong to two of these categories. [[Donald X. Vaccarino]] explained 4 of them [http://forum.dominionstrategy.com/index.php?topic=82.0 here] in depth, including how to defend against them; the other two were speculated on [http://forum.dominionstrategy.com/index.php?topic=125.0 here]. | ||
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=== Handsize attacks === | === Handsize attacks === | ||
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− | The strongest counters to most handsize attacks include {{Card|Menagerie}}, which is more likely to grant +3 cards in smaller hands, {{Card|Horse Traders}}, which increases your handsize again once your next turn starts | + | [[Handsize attack|Handsize attacks]] reduce the number of cards you have in hand on your next turn, thus reducing the range of options available to you on that turn. The majority of these make you discard down to 3 cards, and the victim chooses which cards to discard; thus multiple plays of such handsize attacks don't hurt the victim more than the first one. These include {{Card|Militia}}, {{Card|Ghost Ship}}, {{Card|Goons}}, {{Card|Margrave}}, {{Card|Mercenary}}, {{Card|Followers}}, and {{Card|Sir Michael}}. {{Card|Urchin}} makes you discard down to 4 cards. {{Card|Minion}} is a variation that makes you discard down to 4 cards, but you can't choose which card to discard, because you discard your whole hand and draw 4 new ones. {{Card|Pillage}} is a one-shot where the attacker chooses the card to discard; and {{Card|Taxman}} forces everyone to discard a particular [[Treasure]]. Some handsize attacks can make victims continue discarding cards on multiple plays: {{Card|Torturer}} stacks if the victim does not wish to gain a {{Card|Curse}}; {{Card|Cutpurse}} and {{Card|Bureaucrat}} target {{Card|Copper|Coppers}} and [[Victory]] cards respectively and on repeated plays can continue reducing your handsize as long as you have the targeted cards in your hand; {{Card|Soldier}} is stackable, but only until your opponent is down to 3 cards in hand. |
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+ | The strongest counters to most handsize attacks include {{Card|Menagerie}}, which is more likely to grant +3 cards in smaller hands, and {{Card|Horse Traders}}, which increases your handsize again once your next turn starts. | ||
=== Attacks that trash your cards === | === Attacks that trash your cards === | ||
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− | Trashing attacks can | + | [[Trashing attack|Trashing attacks]] usually trash one of the top two cards of the opponents' decks, directly combating their deck-building efforts. [[Donald X. Vaccarino]] has described it as challenging to create trashing attacks that aren't too random in their degree of effectiveness and don't totally ruin players' enjoyment of the game. This is accomplished in various ways: trashing can be restricted to [[Treasure]] cards (as in {{Card|Thief}}, {{Card|Noble Brigand}}, {{Card|Pirate Ship}}) or to a certain price range ({{Card|Knights}}, {{Card|Rogue}}, {{Card|Warrior}}, and {{Card|Giant}}), or the Attack can offer the victim a replacement for the trashed card ({{Card|Saboteur}} and {{Card|Swindler}}). |
=== Attacks that give you junk === | === Attacks that give you junk === | ||
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− | + | [[Junking attack|Attacks that add undesirable cards]] to opponents' decks hurt an opponent by weakening the turns on which they draw those "junk" cards, and by slowing their deck [[cycling]]. The majority of these distribute {{Card|Curse}} cards and therefore are referred to as [[curser|cursers]]; these include {{Card|Witch}}, {{Card|Torturer}}, {{Card|Sea Hag}}, {{Card|Familiar}}, {{Card|Mountebank}}, {{Card|Young Witch}}, {{Card|Followers}}, {{Card|Soothsayer}}, {{Card|Swamp Hag}}, and {{Card|Giant}}; the on-gain effect of {{Card|Ill-Gotten Gains}} has the same function as these Attacks, though it is not itself an Attack card. Dark Ages does not contain cursers; instead, its junking attacks are [[Looter|Looters]] which distribute [[Ruins]]: {{Card|Marauder}} and {{Card|Cultist}}. {{Card|Noble Brigand}} sometimes distributes {{Card|Copper}}. A few junking attacks can distribute a variety of junk cards, including Curses under some circumstances: {{Card|Ambassador}}, {{Card|Swindler}} and {{Card|Jester}}. | |
=== Attacks that muck with your deck order === | === Attacks that muck with your deck order === | ||
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− | + | [[Deck order attack|Deck order attacks]] attempt to ensure that weak cards are left on top of an opponent's deck, or strong cards are discarded, weakening their upcoming hands and denying them opportunities to play their best cards. {{Card|Bureaucrat}}, {{Card|Sea Hag}}, {{Card|Fortune Teller}}, and {{Card|Haunted Woods}} specifically try to put bad cards on the opponent's deck; {{Card|Spy}}, {{Card|Scrying Pool}}, {{Card|Rabble}}, {{Card|Oracle}} can make them discard whatever good cards are there while leaving bad cards behind. | |
=== Attacks that make other players' turns worse === | === Attacks that make other players' turns worse === | ||
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[[Turn-worsening attack|Turn-worsening attacks]], though not addressed in his Guide to Beating Attacks, were mentioned by Donald X. in his [http://forum.dominionstrategy.com/index.php?topic=125.0 Seaside preview]. Until Adventures, there weren't really any Attacks that fit this category and not any others (obviously, a handsize Attack usually makes a player's turn worse). Attack-[[Duration|Durations]] and [[Adventures tokens|tokens]] make this category possible. | [[Turn-worsening attack|Turn-worsening attacks]], though not addressed in his Guide to Beating Attacks, were mentioned by Donald X. in his [http://forum.dominionstrategy.com/index.php?topic=125.0 Seaside preview]. Until Adventures, there weren't really any Attacks that fit this category and not any others (obviously, a handsize Attack usually makes a player's turn worse). Attack-[[Duration|Durations]] and [[Adventures tokens|tokens]] make this category possible. | ||
− | The main | + | The main example here is {{Card|Bridge Troll}}; it doesn't make players discard, it doesn't trash their cards or give them junk, and does nothing to their deck, but it certainly makes their turns worse. {{Card|Swamp Hag}} also fits in this category; though it can often simply have the same effect as a Witch, there's a psychological component to essentially Cursing yourself, and the Attack gets stronger the more cards the player buys. The threat of a Curse can even make a player choose not to buy anything. {{Card|Relic}} also fits here (as well as {{Event|Raid}}, though it is not an Attack); rather than making a player discard directly, it prevents players from drawing in the first place. This can either make their current turn worse if they have [[draw]] cards, or their next turn if they do not. |
=== Attacks that lower other players' score === | === Attacks that lower other players' score === | ||
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− | Donald X. has said he's tried cards | + | To date, there are no Attacks that lower an opponent's score as a sort of reverse {{Card|Monument}}; the closest thing to it are cursers, which are really more useful for their junking ability, and can only lower a player's score so much, being component-limited. Donald X. has said he's tried cards like this, but they "fluctuated between being too weak, too strong, and too much work to deal with." |
== Defending against Attacks == | == Defending against Attacks == | ||
− | The most direct way to defend against an Attack is with a card that | + | The most direct way to defend against an Attack is with a card that lets you ignore its effects: {{Card|Moat}}, {{Card|Lighthouse}}, or {{Card|Champion}}. However, these cards are not always in the kingdom, and Moat is usually considered rather weak, while Champion is rather tricky to acquire. As such, countering Attacks usually requires more nuance. Handsize attacks can be handily combated by Menagerie or a draw-to-X card, junkers can be thwarted by a [[Chapel|heavy-duty]] [[trasher]] or a protective {{Card|Watchtower}}, trashing Attacks can be countered with [[gainer|gainers]], and deck-order attacks can be mitigated by [[sifter|sifters]]. All of these are embodied in {{Card|Jack of all Trades}}, which Donald X. has revealed he designed as an "after-the-fact Moat." A number of different [[counter|counters]] to specific Attacks have also been found. |
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− | + | [[Category:Attack cards|Attack cards]] | |
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