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== Strategy Article ==
== Strategy Article ==
[http://forum.dominionstrategy.com/index.php?topic=9150.0 Orignal Article] by ednever. [http://forum.dominionstrategy.com/index.php?topic=9463.0 Click here] for an alternative article about Advisor (Sep 2013).
''[http://forum.dominionstrategy.com/index.php?topic=9150.0 Orignal article] by ednever ([http://forum.dominionstrategy.com/index.php?topic=9463.0 alternative article])''


The subject of bad advice memes the world over. Advisor is to {{card|Laboratory|Lab}} how {{card|Envoy}} is {{card|Hunting Grounds}}. But where Envoy gives you the best 4 of 5 cards (20% of your best cards), Advisor gives you only the best 2 of 3 (33% of your best cards gone). That difference is as important to how Advisor is played as the extra action is. Read on young grasshopper!
The subject of bad advice memes the world over. Advisor is to {{card|Laboratory|Lab}} how {{card|Envoy}} is {{card|Hunting Grounds}}. But where Envoy gives you the best 4 of 5 cards (20% of your best cards), Advisor gives you only the best 2 of 3 (33% of your best cards gone). That difference is as important to how Advisor is played as the extra action is. Read on young grasshopper!

Revision as of 23:39, 21 February 2015

Advisor
Info
Cost $4
Type(s) Action
Kingdom card? Yes
Set Guilds
Illustrator(s) Alayna Lemmer
Card text
+1 Action
Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.

Advisor is an Action card from Guilds. It is a non-terminal draw card that gives an opponent the choice of which cards you draw.

It can be a good support card in fairly homogeneous decks, in which the opponent will be choosing between three cards of roughly equal quality and therefore can't hurt you too much. In a deck with some very good cards and some bad cards, on the other hand, Advisor can ensure you skip the good cards and draw the bad cards.

FAQ

Official FAQ

  • If there are not three cards in your deck, reveal what you can, then shuffle your discard pile into your deck to get the other cards. If there still are not enough, just reveal what you can.
  • No matter how many you revealed, the player to your left chooses one for you to discard, and the remaining cards go into your hand.

Strategy Article

Orignal article by ednever (alternative article)

The subject of bad advice memes the world over. Advisor is to Lab how Envoy is Hunting Grounds. But where Envoy gives you the best 4 of 5 cards (20% of your best cards), Advisor gives you only the best 2 of 3 (33% of your best cards gone). That difference is as important to how Advisor is played as the extra action is. Read on young grasshopper!

So is Advisor a good card?

Like most cards in Dominion (exceptions: Wharf, Cursers, Goons, etc.) "It depends." In Advisor's case it depends more than most. Because you are losing a third of your best cards, one of three things need to be true in order for Advisor to be viable:

  1. The difference between your best cards and your average/bad cards is low (i.e., you have trashed all your bad cards, so anything you draw is pretty good)
  2. Your ratio of good to bad cards is high (i.e., you don't have very many bad cards, or you have a LOT of average/good cards so you rarely get stuck with two bad cards in an Advisor draw)
  3. You have cards that don't care about quality, they just want quantity (i.e., Cellar, Warehouse, Vault, etc.)

Three specific notes worth mentioning:

1. Cantrips are fantastic.

If your three cards drawn are Spy, Pearl Diver and Menagerie, then there isn't much your opponent can do to stop you from getting two average cards (rather than 2/3 of your worst cards). This also means that Advisors are synergistic: If you draw an Advisor with an Advisor, it makes for a tough call on which card for your opponent to discard (if your deck is well set-up for Advisors then they should likely discard the Advisor...)

2. "Key" Cards are a bane

If you have a key power card, you can bet your bottom dollar it will be discarded when you play Advisor. The only way you will get it is if you draw it in your initial hand, or you get it with one of your other draw cards. So Advisor works better with cards you want to SPAM (Minion, cantrips as per above, Lab, Wharf, etc.) than cards you want one or two of (Cursers, Tactician (but see special case below), Militia, etc.)

3. Drawing your deck

One special case to the needing a consistent deck is if you have enough horsepower to draw your whole deck. In this case you play the Advisors first to get as much as you can in your hand, and then finish it off with your other draw cards (you definitely need at least cantrips to make this work). Tactician can help a lot here. If Double Tactician is Kingdom friendly then starting with a ten card hand helps you draw everything a lot easier. Even if your other Tactician is being discarded, it doesn't matter if your other cards can pick it up later.

When to buy Advisor

Usually in the mid game after you've got a deck set up that supports it. At the start of the game you have a bad deck (Coppers and Estates) with a few good cards you have just bought. An early Advisor is a good way to have those key early cards discarded. Wait until you have a high density of valuable cards, or after you've trashed your deck down so the initial coppers and estates are pretty much gone.

The End Game

The other thing Advisor needs is a way to green fast. As soon as you start adding green to your deck Advisor turns into a way to get lots of green in your hand. You need a solution before you start heading down the Advisor path:

  1. A way to handle the green (Crossroads, Cellar, Warehouse, etc.)
  2. A way to avoid greening for a long time (Basically being able to end in one or two mega turns)

Concluding Thoughts

In the right situations Advisor is a Lab for $4, which is pretty spectacular. You can pick it up with Workshop or Ironworks. Caravan is already a power $4 card and it is nowhere near as good as Lab in most cases. So when Advisor is, it can be bonkers.

In the wrong situation (slogs for example) Advisor is worse than useless. It actually can cause you to miss your best cards and get stuck with hands full of Estates and Curses.

Synergies/Combos

  • Good Trashing
  • Cheap Cantrips
  • Spamable cards
  • Mega turns (including Tokens - see there was a reason Advisor was in the Guilds Expansion)
  • The ability to draw your entire deck

Anti-synergies

  • Slogs
  • "Key Cards" that are significantly better than your average (including many attacks)
  • Cards you only want one or two of in your deck (Sea Hag for example)

Trivia

Official card art.

This card is the source of the Bad Advisor meme.

In other languages

  • Dutch: Adviseur
  • Finnish: Neuvonantaja
  • French: Conseiller
  • German: Berater
  • Japanese: 助言者 (pron. jogensha)

Secret History

Envoy was an Intrigue outtake. If it hadn't been used as a promo, I would have eventually fixed it up. One day I decided, what's stopping me? The key thing was to give it +1 Action, so that you didn't just say, lol here are some actions you can't play. I originally made Advisor for Dark Ages, but moved it here because it seemed to fit with the emphasis on decisions this set has.


Cards $2 Candlestick Maker $2+ Stonemason $3+ DoctorMasterpiece $4 AdvisorPlazaTaxman $4+ Herald $5 BakerButcherJourneymanMerchant GuildSoothsayer
Combos and Counters Masterpiece/Feodum
Other concepts CoffersOverpayNaming cards
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)