Scout
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* {{Card|Crossroads}} | * {{Card|Crossroads}} | ||
* {{Card|Advisor}}: Scout not only removes some potential dead cards from your Advisor draw, it also allows you to rearrange your deck to make your opponent's discard choice more difficult. | * {{Card|Advisor}}: Scout not only removes some potential dead cards from your Advisor draw, it also allows you to rearrange your deck to make your opponent's discard choice more difficult. | ||
+ | * {{Card|Cellar}} You are guaranteed to draw at least 1 action or treasure card. | ||
+ | * {{Card|Secret Chamber}} makes a lot of coins. | ||
+ | |||
=== Antisynergies === | === Antisynergies === | ||
* [[Curser|Cursers]] and [[Looter|Looters]]. | * [[Curser|Cursers]] and [[Looter|Looters]]. |
Revision as of 21:43, 12 May 2015
Scout | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Intrigue |
Illustrator(s) | Matthias Catrein |
Card text | |
+1 Action Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order. |
Scout is an Action card from Intrigue. It is a deck inspector that allows you to put any Victory cards from the top of your deck into your hand, though it can also turn into a dead card if you have too few Victory cards in your deck to find them with Scout. It can be useful in games with dual-type Victory cards such as Great Hall, Harem, Nobles, and Island, but has limited use outside of those situations, since it takes a very high concentration of Victory cards for Scout to draw more than one card when played.
Contents |
FAQ
Official FAQ
- If there are fewer than 4 cards left in your deck, reveal all the cards in your deck, shuffle your discard pile (which does not include currently revealed cards), and then reveal the remainder needed.
- Action - Victory cards are Victory cards.
- Curse cards are not Victory cards.
- Take all revealed Victory cards into your hand; you cannot choose to leave some on top.
- You do not have to reveal the order that you put cards back in.
Other Rules clarifications
Strategy Article
A strategy article on Scout was attempted here by Powerman. There was much discussion and disagreement.
In a typical deck, Scout is a weak card. It has been voted worst and second-worst on Qvist's Rankings. On average, Scout will not draw many cards, and its card draw is uncertain. And, in the absence of supporting cards, the card-rearranging feature brings no benefit as all four rearranged cards will be drawn at the end of the turn. However, Scout has numerous combos and features that make it more attractive in certain situations. Scout is a card whose benefit needs to be assessed holistically: Scout has combos and synergies with many cards, but each individual synergy is usually weak enough that Scout is still not a good buy. But in a few unusual cases, there will be enough synergies that Scout can become a power card.
To see how weak Scout is in normal decks, consider how on average, one out of every four cards in your deck needs to be Victory cards for Scout to give an average of +1 Card/+1 Action; for Scout to work as a Laboratory, half your deck needs to be green cards. Decks with that density of victory cards are usually weak.
The trashing of Estates, or setting aside of Victory cards with Island, generally weakens scout. But Scout can benefit Island by increasing the likelihood of drawing it together with a Victory card to set aside.
Victory card drawing
Scout is most powerful in decks rich in , but the Victory card drawing power alone is not able to make Scout a viable combo with Victory cards. Scout is much more attractive in the presence of dual-type Victory cards such as Great Hall, Nobles, and Harem. Scout/Ironworks/Great Hall is a powerful combo, and is an example of how Scout usually depends on other combos to be a valuable card. Scout thus finds more use in Intrigue-only games where these combos appear on the board more often.
Scout as a defense
Scout also works as a defense against some attacks such as Ghost Ship, Rabble, and Fortune Teller.
The deck-rearranging feature
The deck-rearranging feature of Scout is only useful in the presence of other cards. In decks rich in cantrips, Scout can help you to draw a key card. Scout's deck-rearranging can turn Wishing Well into a Laboratory, which is helpful as Wishing Well is much cheaper to buy and can be gained by Ironworks or Workshop.
Tournament combos well with Scout, as it functions as a Cantrip, and Scout can help to fetch your province to help speed your gaining of a prize.
Scout can also be helpful with Scrying Pool, drawing Victory cards, leaving you the option of placing a single treasure on top to discard with the Scrying Pool, followed by actions to be drawn.
Synergies/Combos
- Dual-type victory cards (Great Hall, Harem, Island, Nobles).
- Alt-VP strategies where you may end up with a deck where every second or third card is a Victory card.
- Scrying Pool
- Crossroads
- Advisor: Scout not only removes some potential dead cards from your Advisor draw, it also allows you to rearrange your deck to make your opponent's discard choice more difficult.
- Cellar You are guaranteed to draw at least 1 action or treasure card.
- Secret Chamber makes a lot of coins.
Antisynergies
Trivia
Scout is a common joke and meme on the Dominion strategy forums, specifically in reference to it being one of the weakest Kingdom cards relative to its cost. Such jokes often sarcastically ask how a newly revealed card will combo with Scout.
In other languages
- Chinese: 斥候 (pron. chìhòu)
- Czech: Zvěd
- Dutch: Verkenner
- Finnish: Tiedustelija
- French: Éclaireur
- German: Späher
- Hungarian: Felderítő
- Italian: Scout
- Japanese: 偵察員 (pron. teisatsu-in)
- Norwegian: Speider
- Polish: Zwiadowca
- Russian: Следопыт (pron. slyedopyt)
- Spanish: Explorador (lit. explorer)
Secret History
Retrospective