Silver: Difference between revisions

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== Cards which interact with silver ==
== 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 [[Gainer#Silver gainers|gain Silver]], as a way of providing a decent but not overly-powerful benefit. {{Card|Feodum}} is a [[Victory]] card that rewards players for having Silver in their deck.
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.


* {{Card|Merchant}}
* {{Card|Bureaucrat}}
* {{Card|Trading Post}}
* {{Card|Explorer}}
* {{Card|Trusty Steed}}
* {{Card|Jack of all Trades}}
* {{Card|Noble Brigand}}
* {{Card|Trader}}
* {{Card|Embassy}}
* {{Card|Beggar}}
* {{Card|Squire}}
* {{Card|Feodum}}
* {{Card|Masterpiece}}
* {{Card|Amulet}}
* {{Card|Treasure Hunter}}
* {{Event|Trade}}
* {{Event|Raid}}
* {{Card|Crumbling Castle}}
* {{Card|Rocks}}
* {{Event|Delve}}
* {{Event|Conquest}}
* {{Landmark|Aqueduct}}
* {{Landmark|Bandit Fort}}
* {{Landmark|Palace}}
* {{Card|Lucky Coin}}
* {{Boon|The Mountain's Gift}}
* {{Hex|Envy}}
* {{card|Scrap}}
* {{card|Scrap}}
* {{card|Wayfarer}}
* {{card|Wayfarer}}
Line 72: Line 45:
* {{Card|Sauna}}
* {{Card|Sauna}}
* {{Card|Governor}}
* {{Card|Governor}}
* [[Dominion (base set)|Dominion]]: {{Card|Merchant}}, {{Card|Bureaucrat}}
* [[Intrigue]]: {{Card|Trading Post}}
* [[Seaside]]: {{Card|Explorer}}
* [[Cornucopia]]: {{Card|Trusty Steed}}
* [[Hinterlands]]: {{Card|Jack of All Trades}}, {{Card|Noble Brigand}},  {{Card|Trader}}, {{Card|Embassy}}
* [[Dark Ages]]: {{Card|Beggar}}, {{Card|Squire}}, {{Card|Feodum}}
* [[Guilds]]: {{Card|Masterpiece}}
* [[Adventures]]: {{Card|Amulet}}, {{Card|Treasure Hunter}}, {{Event|Trade}}, {{Card|Raid}}, {{Card|Port}}
* [[Empires]]: {{Card|Crumbling Castle}}, {{Card|Rocks}}, {{Event|Delve}}, {{Event|Conquest}}, {{Landmark|Aqueduct}}, {{Landmark|Bandit Fort}}, {{Landmark|Palace}}
* [[Nocturne]]: {{Card|Lucky Coin}}, {{Boon|The Mountain's Gift}}, {{Hex|Envy}}
* [[Menagerie (expansion)|Menagerie]]: {{Card|Scrap}}, {{Card|Wayfarer}}
* [[Promo]]: {{Card|Sauna}}, {{Card|Governor}}


== Versions ==
== Versions ==

Revision as of 11:03, 30 April 2020

Silver
Info
Cost $3
Type(s) Treasure
Kingdom card? No
Set Base
Illustrator(s) Ryan Laukat
Card text
$2

Silver is a basic Treasure card included in all games of Dominion. At a cost of $3 and providing $2, Silver sits between Gold and Copper. Silver often ends up in a clear majority of decks, and it is typically one of the two opening buys a player will make. Each standalone set comes with 40 Silver cards, and therefore a typical game begins with 40 Silvers in the supply; this can be crucial to know in certain games (e.g., with Feodum).

Strategy

Big Money

Silver is a very important part of BM strategies and will typically be one of the two cards you open with in a BM strategy. It is necessary for jumping up to Gold or Platinum to ensure that you are able to purchase Provinces or Colonies. Good Silver density in your deck is often enough to purchase Provinces, especially in Terminal Draw/BM strategies, as 4 Silver is enough to purchase a Province. Having a high density of Silver is especially useful in games which benefit from deck homogeneity, such as games using Envoy, Advisor, or Pillage, in which an opponent can choose a card for you to discard.

Beyond Silver

Original article by theory

[In 2009], Stormparkiet wrote an influential review of base Dominion outlining the “Silver test”: is the card you’re about to purchase really better than a Silver? If it isn’t, you should just stick to buying a Silver. At its core, the review suggested that all you really had to do to succeed in Dominion was to blindly purchase Silvers and Golds.

Regrettably, this now-outdated heuristic continues to exert an undue influence on modern Dominion. While Gold remains a cornerstone of most successful Dominion decks, Silver has silently turned into a liability rather than an asset in most modern decks. Much of Silver’s original appeal stemmed from the fact that base Dominion strongly favored Big Money engines or slight variations thereof, and Big Money engines always benefit from more Silvers. But subsequent expansions have radically upended traditional strategical thinking; Big Money engines (and Silver) are no longer nearly as relevant as they were before, for two reasons:

  • With the advent of Colonies, a deck that can churn $8 per turn for 4-5 turns is no longer sufficient. It’s considerably harder for Big Money to maintain a consistent $11 per turn than $8 per turn; the whole premise of Big Money was that the constant Silvers can keep resupplying your Golds so you can keep getting to $8. But getting to a constant stream of Golds to resupply your Platinums is just too slow, primarily because:
  • Action combinations are much stronger than before (partially due to widespread early trashing cards), and certain combos are so game-warpingly powerful that their benefits dwarf the tempo cost of setting up the combo. (See, e.g., City/Goons/Quarry.) Even in the absence of Colonies, they are simply too fast and too strong for Big Money to stand a chance.

What this means is that the ideal deck is no longer made up of just Golds and Silvers with one Smithy thrown in. Instead, it is often a mix of Actions that are good on their own but much more than the sum of their parts when played together. They churn out the Golds and Provinces; they’re what win you the game. As a result, the worth of drawing these cards together now far outweigh the marginal deck benefit of a Silver. A Big Money deck needed Silvers because it had no other way to get to $8; in an Action-driven deck, after you’ve got your combo set up, all Silver does is interfere. What good is its $2 if it stops you from executing a Caravan/Vault combo that would net you $10+?

Silver still serves a purpose: to get you to $5 and $6. Silver-based decks can consistently hit that number, but unless you’re shooting for a Duchy/Duke strategy, that’s just not enough to get into the big leagues. A long-term strategy really lives and dies by its Golds; Silvers are just a way of getting to them. Ideally, in fact, you’d jump to Gold without ever needing to buy a Silver (e.g., drawing Moneylender-Copper-Copper-Copper-Copper on your third turn); otherwise, you use an opening Silver or two (or three) to get you to Golds, and then buy no more.

Of course, if you’re being brutalized by Curses and attacks, then Silvers play a critical role in your deck even deep into the midgame, since you aren’t yet capable of reaching $5 and $6 without them. And Silvers remain important in the increasingly rare sets where Big Money is the dominant strategy. But in a typical game, after you have your first Gold and a $5 or two, buying Silver will often just weigh you down. This is the time when those “useless” $2 and $3 non-terminals really shine. It’s too slow in the early game to buy Great Halls and Wishing Wells when you need to get to $5′s and Golds, but once you get those $5′s and Golds, additional Silvers don’t help you on your next objective, which is to get to $8. Better instead to get the non-terminals, netting a token benefit while simultaneously aiding you in setting up your real rainmakers: your Action combos, $5′s, and Golds. (Yes, I would probably take even Pearl Diver over a Silver given appropriate circumstances.) If no non-terminals are available, then even buying nothing is often better than buying the Silver.

You could interpret this evolution as a sign of power creep, but I think that’s an unfair characterization. Base Dominion took relatively little skill to play optimally, since you really couldn’t hope to do that much better than the Silver baseline. Since then, however, Dominion has become a much deeper and more complex game. Merely meeting the baseline is no longer good enough; with skillful play, you can now reach much greater heights. Like a set of training wheels, Silver provides you with what you need to get going, but to really succeed, you have to learn when to move on.

Alt-VP Support

While typically not enough to power an Alt-VP strategy on its own (other than Feodum), Silver can be quite important as a support card for Alt-VP strategies, especially strategies involving Duke, Fairgrounds, Gardens, and Silk Road. They benefit from Silver because in a bloated deck, having a single silver in hand helps ensure that you are able to hit the $4, $5, and $6 price points. Ironworks, Explorer, and Haggler are examples of Silver-gaining cards which provide solid support an Alt-VP strategy.

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.

Versions

English versions

Print Digital Text Release Date
Silver $2 Dominion 1st Edition October 2008
First edition version, with art never implemented $2 Base Cards June 2012
Silver Silver from Shuffle iT $2 Dominion 2nd Edition October 2016

Other language versions

Language Name Print Digital Text
Chinese 銀幣 (pron. yínbì)
Czech Stříbrňák
Dutch Zilver
Finnish Hopearaha (lit. silver coin)
French Argent
German Silber German language Silver $2
Greek Ασημένιο (pron. asemenio)
Hungarian Ezüst
Italian Argento
Japanese 銀貨 (pron. ginka, lit. silver coin)
Korean 은 (pron. eun)
Norwegian Sølv
Polish Srebrnik (in first print)
Srebrniki (in second print)
Romanian Argint
Russian Серебро (pron. syeryebro)
Spanish Plata

Trivia

Official card art.

Secret History

These cards are unchanged from day one. You could argue that the actions got tweaked to fit the treasures. The treasure pile sizes changed to match different estimates for the total set size, and ended up generous on all counts. In development the issue of the names for these came up - is it simpler if it's Copper Mine rather than Copper? In the end you can see that Copper won out. It just makes it a lot easier to name action cards if the treasures are treasures rather than mines.


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 $6 Harem
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 AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • 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 (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • 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: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
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: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
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)