[Dominion] Skirmisher Card Guide - Cantrip with Attack-Gain Trigger
Rating of the Allies card Skirmisher. Cost 5 Action-Attack cantrip. +1 Card +1 Action +1 Coin, this turn Attack-gain triggers opponent discard to 3.
Skirmisher
Basic Info
- Type: Action-Attack
- Cost: 5
- Effect: +1 Card, +1 Action, +1 Coin. This turn, when you gain an Attack card, each other player discards down to 3 cards in hand.
Rating
Cost 5 cantrip (+1 Card +1 Action) with +1 Coin and an Attack-gain-trigger discard attack. Baseline performance is Market-grade.
Key feature: trigger fires on Attack-gain. Specialist/Remodel/Workshop chaining Attacks fires the discard. 3-card discard is severe tempo harassment.
Skirmisher itself is an Attack — gaining another Skirmisher self-triggers.
A-tier. Solid economy card and a key piece on Attack-axis boards.
How to Play
Mid-game cost-5 buy. 2-3 copies viable.
Mid-game: every turn for stable +1 Coin. Combine with Attack-gain for harassment.
End-game: Skirmisher's +1 Coin supports Province buys.
Key Combos
Skirmisher + Specialist: Specialist gains Attack → trigger.
Skirmisher + Workshop/Artisan: Gainer + Attack chain.
Skirmisher + Skirmisher: Self-chain, multiple discards.
Skirmisher + Highwayman: Attack-axis amplification.
Skirmisher + City Gate: City Gate gains Skirmisher → trigger.
Synergies
- Specialist: Attack-gain chain.
- Workshop family: Gainer link.
- Highwayman: Attack-axis.
- Other Attacks on board: more discard targets.
- Chapel: cycle Skirmisher.
Counters & Bad Matchups
- Attack-light boards: no trigger.
- Moat reaction: partial cancel.
- Pre-thinned engines: discard hurts less.
- Multi-player: trigger fires once per gain (not per opponent).
Advanced Tips
Order: play Skirmisher first, gain Attack second.
Skirmisher + +1 Buy: 2 Attack gains/turn = 2 triggers.
Skirmisher-BM: 2-3 copies for stable +1 Coin economy.
Second Skirmisher: Yes for both economy and trigger.
Multi-player: Attack hits all, value scales up.