Counter: Difference between revisions

From DominionStrategy Wiki
Jump to navigation Jump to search
Created page with "A '''counter''' is a card or cards that can be used to offset or even fully negate the effects of another specific card or group of cards. Reaction cards like {{Moat}} ar..."
 
still many templates link here
 
(8 intermediate revisions by 5 users not shown)
Line 1: Line 1:
A '''counter''' is a card or cards that can be used to offset or even fully negate the effects of another specific card or group of cards.  [[Reaction]] cards like {{Moat}} are generally not considered counters, as their defensive effects tend to be rather broad and direct, though some Reactions can be considered counters if their effects are specific or subtle enough.  Given the wide spectrum of what cards can do, there is no one trait that signifies a good counter.  Counters typically either defend against an [[Attack]] or stop or slow an opponent's powerful strategy.
A '''counter''' is a card or cards that can be used to offset or even fully negate the effects of another specific card or group of cards.  [[Reaction]] cards like {{Card|Moat}} are generally not considered counters, as their defensive effects tend to be rather broad and direct, though some Reactions can be considered counters if their effects are specific or subtle enough.  Given the wide spectrum of what cards can do, there is no one trait that signifies a good counter.  Counters typically either defend against an [[Attack]] or stop or slow an opponent's powerful strategy.
 
==Representative examples==
*[[Counter: Minion vs Treasury|Minion vs Treasury]] - the {{Card|Minion|Minion's}} Attack can discard {{Card|Treasury|Treasuries}} that had been stacked the previous turn
*[[Counter: Library vs Militia|Library vs Militia]] - {{Card|Library}} draws more cards than usual after {{Card|Militia}} forces you to discard the worst cards in your hand
*[[Counter: Lookout vs Sea Hag|Lookout vs Sea Hag]] - {{Card|Lookout}} immediately trashes the {{Card|Curse}} {{Card|Sea Hag}} puts on your deck
 


{{Navbox Strategy}}
{{Navbox Strategy}}
{{Navbox Card combos}}
{{Navbox Card combos}}


[[Category:Strategies]]
[[Category:Strategic concepts]]
[[Category:Combos and counters]]

Latest revision as of 00:01, 3 September 2024

A counter is a card or cards that can be used to offset or even fully negate the effects of another specific card or group of cards. Reaction cards like Moat are generally not considered counters, as their defensive effects tend to be rather broad and direct, though some Reactions can be considered counters if their effects are specific or subtle enough. Given the wide spectrum of what cards can do, there is no one trait that signifies a good counter. Counters typically either defend against an Attack or stop or slow an opponent's powerful strategy.


Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
Dominion Card Combos
Apprentice/Market SquareBeggar/GardensBlack Market/TacticianBishop/FortressCapital/MandarinCounting House/Travelling FairDonate/Market SquareGolden deckHermit/Market SquareLurker/Hunting GroundsMasquerade pinMasterpiece/FeodumNative Village/BridgeProcession/FortressRoyal Carriage/BridgeTrader/FeodumWorkshop/Gardens