[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:
- T1-2: Silver/Silver
- T3-4: Add 1 Militia
- 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.