If you were trapped on a desert island with only 30 Dominion cards, which ones would you choose?
I’m a huge fan of Dominion, especially the expansions. This is quite possibly one of the most addictive games I’ve come across in a long time, and I love how every game is different. So really, narrowing down the cardpool isn’t a practical idea, though sometimes I’d want to take out some of the less interesting cards. On the other hand, those boxes are pretty big. A ‘best of’ set would make bringing Dominion to boardgame night easier.
Whether or not it’s a good idea, it’s worth thinking about the cards I enjoy coming up in games the most. So without further ado, my 10 most favorite cards from Dominion:
Remodeling is one of those mechanics you gotta have in the game, and Remodel is more interesting than Upgrade, the Intrigue counterpart. It lets you trash curses, coppers, estates, and pull all sorts of fun tricks, like turning gold into provinces (or provinces into provinces to speed endgame.)
It was a toss-up in the 5 point utility slot between Festival and Market. Ultimately, I think +2 action cards provide a lot of value to the game, making actions more interesting and valuable.
Another solid 5 point card, the Mine is a personal favorite, because it lets me get higher tier money without having to buy it, and makes early silver purchases turn into gold. A useful card, and one that makes interesting decisions if you have it, and say a +2 coin card in your hand and can only play one or the other.
The Smithy’s just a good, all around card. Nothing too fancy, but it combos well with extra action cards, and gets you a big effect for your buck.
Aha, an attack! Bureaucrat is a delicious double whammy, giving you useful silvers into your deck, and hosing your opponents by slowing down their game, potentially turn after turn.
Another simple but effective card, the Village (and all its variants) are some of my favorite cards. The original remains cool enough to justify repeated usage.
The neat thing about the Adventurer is that it makes the 6-buy slot more interesting. Gold or Adventurer? With enough actions (and enough silver and gold in your deck), the Adventurer can be worth lots of money, and deck-churning, but you never know for sure, a risky proposition!
As a 4-slot alternate victory point card, Gardens often significantly change the flavor of any game they show up in, making it a race to pack your deck as big as possible. Any card that dramatically alters the game so much deserves a slot by that virtue alone.
Speaking of game changers. You remember that first time you played with the Witch and struggled just to get positive points? I’m sure you’ve gotten better at playing around her, but the Witch is and remains one of the nastier attacks in the game.
1: Throne Room
Useless by itself, amazing with combos- sort of the way dominion cards should be. Rarely a game changer, but often so potent you’ll want these in your deck. Also a card that gets better the longer the game goes on- you don’t want to draw just a throne room.
Almost made it:
Here’s some cards that are interesting, but not quite interesting enough: The Moat (later defenses are more interesting) Chancellor (some people like it quite a bit, but it’s difficult to see the utility) Library (funky effect, often useful, quite expensive though), and the Thief (kind of fun, but also annoying- we’re trying to play Dominion over here!)
Up next- my favorite 10 cards from Intrigue!