Lighthouse
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Lighthouse | |
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Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Seaside |
Illustrator(s) | Marcel-André Casasola Merkle |
Card text | |
+1 Action Now and at the start of your next turn, +. While you have this in play, when another player plays an Attack card, it doesn't affect you. |
Lighthouse is an Action-Duration card from Seaside. It gives + on the turn you play it and on the turn after you play it, and also, like Moat, protects you from Attacks. Since it gives a total of + spread between two turns, its buying power is almost as good as Silver, and so buying multiple Lighthouses to defend against Attacks is viable. Lighthouses can also be useful when you have a need to get from actions rather than Treasures.
Contents |
FAQ
Official FAQ
- You get +1 Action and + when you play this, and then you get + at the start of your next turn.
- Also, while Lighthouse is in play, other players' Attack cards do not affect you (even if you want them to).
- This does not prevent you from using Reactions when other players play Attacks.
Other Rules clarifications
- Lighthouse only protects you against Attack cards played while the Lighthouse is in play. Swamp Hag and Haunted Woods are Attack cards that affect you at a time other than when they are played, but what matters for Lighthouse is whether Lighthouse was in play when the Attack card was played, not whether it's in play when the Attack cards would have their effect on you.
- This still protects you from attacks during the turn you play it, and during your next turn, which may matter with Black Cat.
Strategy Article
There is no comprehensive strategy article written for Lighthouse.
Lighthouse is one of the stronger -cost cards. It is one of the best defenses against attacks, and is even valuable in some games without attacks.
Like Moat, Lighthouse grants immunity to attacks, a direct counter. However, differences in the other aspects of the card make Lighthouse a much more reliable defense. In order to be protected with a Moat, it must be drawn in your 5 card hand. With Lighthouse, you must have played it at any point in the previous turn. Thus, with good card draw or deck cycling, it is much more likely to find protection from Lighthouse. Additionally, since Lighthouse is non-terminal, it is much less likely to be a dead card during your turn than Moat.
The on-play benefit of Lighthouse offers spread over this turn and next turn. This is comparable to Silver, though often somewhat weaker, as Durations are more likely to miss reshuffles and generally on a single turn makes it easier to afford higher priced cards. However, the difference is small enough that with any strong Attack in the Kingdom, Lighthouse is almost always preferable to Silver, even in 2 player.
Lighthouse really shines in its ability to provide disappearing money: virtual coin through a non-terminal, non-drawing Action card. This makes it of particular use with engines based on Double Tactician or Minion, where its lack of card drawing is not a downside, or Draw-up-to-X cards like Library or Watchtower where its lack of card drawing is an asset. It can be a decent enabler for Conspirator, which incidentally also works well in some Minion and Double Tactician decks.
Lighthouse makes Remodel more attractive (even in the absence of attacks), as it provides a target for remodelling copper that increases buying power.
Lighthouse synergizes well with cards providing early +Buy; its low cost means that it is common to end up with much more coin than is needed to buy one, in a situation where buying a lighthouse might be a high priority. In engines that benefit from picking up many lighthouses, +Buy helps you to quickly accumulate many of them, or buy an extra one on top of a Province buy or a 5-cost card with to spend.
Unlike Moat, Lighthouse's protection from Attacks is not optional, even if you want to be hit by them (e.g. to have an opponent's Minion discard a hand of weak cards for you). This is at worst a minor drawback, though, since most of the time you don't want to be affected by Attacks.
Lighthouse is one of the better Bane cards for Young Witch, since it protects from the Attack whether in your hand or in play.
Synergies/Combos
- Opponent's strong attacks
- Minion
- Double Tactician
- Draw-up-to-X like Library, Watchtower
- Remodel
- +Buy
Antisynergies
- Weak or no attacks
- Terminal draw with no villages
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Action. Now and at the start of your next turn: +. While this is in play, when another player plays an Attack card, it doesn’t affect you. |
Seaside 1st Edition | October 2009 | ||
+1 Action. Now and at the start of your next turn, +. While this is in play, when another player plays an Attack card, it doesn't affect you. |
Seaside 2nd Edition | July 2017 | ||
Lighthouse 2020 Version from Shuffle iT | +1 Action. Now and at the start of your next turn, +. While you have this in play, when another player plays an Attack card, it doesn't affect you. |
Seaside (2020 printing) | October 2020 |
Other language versions
Trivia
Secret History
Retrospective