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[Dominion] Militia Card Guide - Hand-Size Attack

Rating, usage, and synergies of the Base set card Militia in Dominion. Cost 4 Action-Attack. +2 Coins + opponents discard down to 3 — the iconic Big Money attack.

Militia

Basic Info

  • Type: Action - Attack
  • Cost: 4
  • Effect: +2 Coins / Each other player discards down to 3 cards in hand.

Rating

A composite of "+2 Coins" economy and "opponents discard to 3" attack. At cost 4, this combination is exceptional and the iconic attack to splash into Big Money.

The biggest strength is "economy + harassment" in one card. +2 Coins helps reach Province (8 coins), and the discard attack significantly slows opponents — they go from 5 cards to 3, sharply reducing their Province odds.

Terminal with no draw makes engine integration awkward. Best used with Village support or as a Big Money splash.

Overall B to A tier. A step below Remodel/Sentry/Witch/Lab/Market in cost-4 priority but excellent as an attack card. Especially strong when no Moats are present.

How to Play

4/3 opening: Militia is a standard 4-coin pick. Attack-focused → 1-2 early. BM-focused → 1 Militia.

Mid-game: aim to fire Militia every turn. With Villages, pair with other terminals. Without, single-Militia per turn.

End-game: Drawing Militia on a Province turn boosts the 8-coin chance via +2 coins. Opponent also slowed via discard.

Militia Big Money

Simple Big Money variant:

  1. T1-2: Silver/Silver
  2. T3-4: Add 1 Militia
  3. T5+: Gold → Province; Militia harasses + boosts coins

Militia-BM is slightly weaker than Smithy-BM in raw speed, but the discard attack matters in mirrors and competitive play.

Key Combos

Militia + Village: Village preserves Action for Militia + another terminal.

Militia + Smithy: Militia for coins, Smithy for hand-size. Both terminal — needs Village.

Militia + Throne Room: TR + Militia = +4 coins + discard attack twice. Near-shutdown turn.

Militia + Chapel: Thinning improves Militia hit rate.

Militia + Witch: Curse + discard double harassment.

Militia + Festival: Festival's +2 actions enables Militia + another terminal.

Militia + Market: Market's +1 coin/+1 buy plus Militia's +2 coins for Province + extras.

Synergies

  • Village: Terminal collision solver.
  • Smithy / Council Room: Hand-size combo.
  • Throne Room: Doubled attack.
  • Chapel: Thinning improves rate.
  • Witch: Double harassment.
  • Festival: Terminal support.
  • Market: Economy + buying.
  • Silver / Gold: BM workhorses.

Counters & Bad Matchups

  • Moat: Fully blocks the discard attack.
  • 4-player games: Effect dilutes across 3 opponents; their reshuffles recover discard.
  • Draw-heavy opponents: Council Room / Library opponents recover quickly.
  • Attack-heavy supplies: Witch + Bandit + Militia all together → too many terminals.

Related Attack Cards

  • Bandit (Base 2E, 5): Gain Gold + trash opponent's Treasure. Economy + deck pollution.
  • Witch (Base, 5): +2 cards + Curse to opponents. Strongest pollution attack.
  • Pirate Ship (Seaside, 4): Cumulative + opposing Treasure trash. Long-game.
  • Marauder (Dark Ages, 5): Spoils + Ruins. Hybrid.
  • Familiar (Alchemy, 3P): Curse + cantrip.
  • Ghost Town / others: Various direct attacks.

Militia's "+2 coins + discard" simplicity makes it beginner-friendly. Later expansions have more complex attacks.

Advanced Tips

Time Militia for opponent's pre-Province turns. Hand 5 → 3 reduces 8-coin chance dramatically.

Calculate +2 coins toward Province line. Hand with Gold + Silver + Militia = 6 coins; need 2 more from Coppers.

Second Militia usually unnecessary. One per turn suffices; 2+ requires Village support and may not justify.

Militia-BM vs Smithy-BM: in head-to-head, Militia's harassment can edge out, but Smithy-BM's raw draw is generally stronger.