Silver
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{{Infobox Card| | {{Infobox Card| | ||
|name = Silver | |name = Silver | ||
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− | '''Silver''' is a [[basic cards|basic]] [[Treasure card]] included in all games of Dominion. At a cost of {{Cost|3}} and providing {{Cost|2}}, Silver sits between {{Card|Gold}} and {{Card|Copper}}. | + | '''Silver''' is a [[basic cards|basic]] [[Treasure card]] included in all games of Dominion. At a cost of {{Cost|3}} and providing {{Cost|2}}, Silver sits between {{Card|Gold}} and {{Card|Copper}}. Each standalone set comes with 40 Silver cards, and therefore a typical game begins with 40 Silvers in the supply. |
== Strategy == | == Strategy == | ||
− | + | Silver’s role in a deck fluctuates from moderately effective [[Treasure]] [[payload]] to actively harmful [[stop card]]. Its strength depends on the alternative payload options and how feasible [[deck control]] is. In the absence of better alternatives, Silver is best in [[engine]]s with strong deck control that can tolerate many stop cards, or in [[Big Money|money]] decks that do not attempt to get full deck control. | |
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− | + | Silver’s most notable impact is in the opening, where it is an important option because it can help you afford a {{Cost|5}} card on turn 3 or 4. Opening Silver/Silver gives you very good odds (around 91%) to be able to buy a {{Cost|5}} on either turn 3 or turn 4 and a 15% chance to be able to buy a {{Cost|5}} on both turns. If there is a strong {{Cost|5}} card (e.g. {{Card|Witch}}) in the Kingdom and no better card to help you afford it (e.g. {{Card|Stockpile}}) or more important objective (e.g. [[trashing]] with {{Card|Chapel}}), opening with Silver(s) can be good, even if you don’t necessarily want them in your deck long-term. | |
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− | + | There are several factors to consider when using Silvers in an engine. The general problem with using Treasures as payload is that they’re stop cards, which actively impede deck control, and Silver is no exception. Correctly timing when to obtain them is therefore important: outside of the opening or an attempt to hit a particular early price point (e.g. for {{Event|Inheritance}}), Silver is usually gained after deck control has been established. Compared to other stop cards, Silver is not explosively stackable (e.g. {{Card|Bridge}}), nor does it offer any flexibility (e.g. {{Card|Ironworks}}) or any additional benefit (e.g. {{Card|Militia}}); however, it doesn't stress your terminal space like some of these competitors. Another advantage of Silver is that its price of {{cost|3}} means that many [[gainer]]s can gain it (including several such as {{Card|Wayfarer}} that gain Silver specifically), so [[gain-and-play|gaining and playing]] a Silver is fairly common. In summary, if there are no better options in the Kingdom for payload, Silver can be serviceable: although it is less efficient in terms of {{Cost}} per stop card than {{Card|Gold}}, it has a lower [[opportunity cost]]. | |
− | + | Silvers are often much better for money decks than for engines, mostly because money decks don’t aim for deck control but just to reliably generate enough {{Cost}} for [[greening]]. Thus, when playing a money deck, you usually don’t mind the stop card nature of Silver and typically use it as a cost-effective way of increasing the [[money density]] of your deck, or expected {{Cost}} per stop card. Buying Silvers early and often helps you to afford important {{Cost|5}} cards and {{Card|Gold}}s in the midgame, further increasing money density enough to afford {{Card|Province}}s. In some cases (e.g. with {{Event|Delve}}), Silvers are very easy to gain in bulk and it may be possible to quickly achieve a money density high enough to start greening without adding many other cards. This is known as “Silver flooding”. More commonly, flooding is not a goal, but you’ll still typically add multiple Silvers to your deck over the course of the game for the consistent boost to your money density at a low price. Lastly, Silver is stronger in Kingdoms with strong [[draw]]. In Kingdoms with weaker draw, you’ll often need non-Silver cards (often {{Card|Gold}}s) to get the money density required to green, but with increased hand sizes this money density requirement is lower, meaning Silvers are more impactful. | |
− | * | + | ===Notable synergies=== |
− | * | + | * {{Event|Conquest}} |
+ | * {{Card|Feodum}} | ||
+ | * {{Card|Merchant}} | ||
− | + | ===Notable anti-synergies=== | |
+ | * {{Landmark|Bandit Fort}} | ||
− | + | ===External strategy articles=== | |
− | + | ''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information. Caveat emptor.'' | |
− | + | * [http://dominionstrategy.com/2011/01/17/beyond-silver/ "Beyond Silver", an influential response to the widely criticized "Silver test"] | |
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== Cards which interact with silver == | == Cards which interact with silver == | ||
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Since Silver is available in every game of Dominion, several other cards specifically name and interact with it. Most of these allow players to [[Gainer#Silver gainers|gain Silver]], as a way of providing a decent but not overly-powerful benefit. | Since Silver is available in every game of Dominion, several other cards specifically name and interact with it. Most of these allow players to [[Gainer#Silver gainers|gain Silver]], as a way of providing a decent but not overly-powerful benefit. | ||
Revision as of 13:04, 14 April 2021
Silver | |
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Info | |
Cost | |
Type(s) | Treasure |
Kingdom card? | No |
Set | Base |
Illustrator(s) | Ryan Laukat |
Card text | |
Silver is a basic Treasure card included in all games of Dominion. At a cost of and providing , Silver sits between Gold and Copper. Each standalone set comes with 40 Silver cards, and therefore a typical game begins with 40 Silvers in the supply.
Contents |
Strategy
Silver’s role in a deck fluctuates from moderately effective Treasure payload to actively harmful stop card. Its strength depends on the alternative payload options and how feasible deck control is. In the absence of better alternatives, Silver is best in engines with strong deck control that can tolerate many stop cards, or in money decks that do not attempt to get full deck control.
Silver’s most notable impact is in the opening, where it is an important option because it can help you afford a card on turn 3 or 4. Opening Silver/Silver gives you very good odds (around 91%) to be able to buy a on either turn 3 or turn 4 and a 15% chance to be able to buy a on both turns. If there is a strong card (e.g. Witch) in the Kingdom and no better card to help you afford it (e.g. Stockpile) or more important objective (e.g. trashing with Chapel), opening with Silver(s) can be good, even if you don’t necessarily want them in your deck long-term.
There are several factors to consider when using Silvers in an engine. The general problem with using Treasures as payload is that they’re stop cards, which actively impede deck control, and Silver is no exception. Correctly timing when to obtain them is therefore important: outside of the opening or an attempt to hit a particular early price point (e.g. for Inheritance), Silver is usually gained after deck control has been established. Compared to other stop cards, Silver is not explosively stackable (e.g. Bridge), nor does it offer any flexibility (e.g. Ironworks) or any additional benefit (e.g. Militia); however, it doesn't stress your terminal space like some of these competitors. Another advantage of Silver is that its price of means that many gainers can gain it (including several such as Wayfarer that gain Silver specifically), so gaining and playing a Silver is fairly common. In summary, if there are no better options in the Kingdom for payload, Silver can be serviceable: although it is less efficient in terms of per stop card than Gold, it has a lower opportunity cost.
Silvers are often much better for money decks than for engines, mostly because money decks don’t aim for deck control but just to reliably generate enough for greening. Thus, when playing a money deck, you usually don’t mind the stop card nature of Silver and typically use it as a cost-effective way of increasing the money density of your deck, or expected per stop card. Buying Silvers early and often helps you to afford important cards and Golds in the midgame, further increasing money density enough to afford Provinces. In some cases (e.g. with Delve), Silvers are very easy to gain in bulk and it may be possible to quickly achieve a money density high enough to start greening without adding many other cards. This is known as “Silver flooding”. More commonly, flooding is not a goal, but you’ll still typically add multiple Silvers to your deck over the course of the game for the consistent boost to your money density at a low price. Lastly, Silver is stronger in Kingdoms with strong draw. In Kingdoms with weaker draw, you’ll often need non-Silver cards (often Golds) to get the money density required to green, but with increased hand sizes this money density requirement is lower, meaning Silvers are more impactful.
Notable synergies
Notable anti-synergies
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information. Caveat emptor.
Cards which interact with silver
Since Silver is available in every game of Dominion, several other cards specifically name and interact with it. Most of these allow players to gain Silver, as a way of providing a decent but not overly-powerful benefit.
- Dominion: Merchant, Bureaucrat
- Intrigue: Trading Post
- Seaside: Explorer
- Cornucopia: Trusty Steed
- Hinterlands: Jack of All Trades, Noble Brigand, Trader, Embassy
- Dark Ages: Beggar, Squire, Feodum
- Guilds: Masterpiece
- Adventures: Amulet, Treasure Hunter, Trade, Raid
- Empires: Crumbling Castle, Rocks, Delve, Conquest, Aqueduct, Bandit Fort, Palace
- Nocturne: Lucky Coin, The Mountain's Gift, Envious
- Menagerie: Scrap, Wayfarer, Groom
- Promo: Sauna, Governor
Versions
English versions
Digital | Text | Release | Date | |
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Dominion 1st Edition | October 2008 | |||
never implemented | Base Cards | June 2012 | ||
Dominion 2nd Edition | October 2016 |
Other language versions
Trivia
Secret History