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[Dominion] Sentry Card Guide - Non-Terminal Trash + Filter

Rating, usage, and synergies of the Base 2E card Sentry in Dominion. Cost 5 Action. +1 Card / +1 Action / look at top 2, trash/discard/topdeck — non-terminal cantrip thinner.

Sentry

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +1 Card / +1 Action / Look at top 2 cards. Trash and/or discard any number, return rest in any order.

Rating

A premier cost-5 card added in Base 2E. A cantrip (+1 card / +1 action) plus deck-top filtering (trash, discard, or topdeck the top 2). Non-terminal trashing makes it both an engine stabilizer and deck optimizer in one card.

The three effects synergize: thinning (trash Estates/Coppers), filtering (discard unwanted cards), and topdeck manipulation (set up next turn). One cantrip handles all three roles.

The "see only 2" constraint means thick decks miss target cards. Sentry shines in already-thinned decks but functions from turn 1 since starting decks are dense with Coppers/Estates.

Overall A to S tier. Among Base 2E's top cost-5 cards alongside Witch. With Sentry on the board, it becomes the engine centerpiece.

How to Play

5/2 opening: Sentry is a top candidate alongside Witch. Slower at thinning than Chapel but balances draw + thinning.

Mid-game: 1-2 Sentries usually suffice. Thinning focus → 2; filtering focus → 1-2. Beyond 3 is often excess.

End-game: Sentry can become idle if there's nothing left to trash, but its cantrip nature makes it harmless.

Trash / Filter / Topdeck Decision Order

Priority for the 2 cards revealed:

  1. Trash: Coppers, Estates, Curses (under curser attacks). Sentry's main role. Up to 2 trashes per turn.
  2. Discard: Cards unusable this turn (duplicate terminal already in hand). Reshuffle later.
  3. Topdeck: Strong cards for next turn (Witch, Remodel) — guaranteed next-turn draw.
  4. Order in place: Place strong cards on top, weak cards bottom for setup.

Key Combos

Sentry + Chapel: Chapel mass-trash + Sentry pinpoint trash. Fastest thinning combo.

Sentry + Smithy: Filter then drawing. Smithy hits cleaner cards.

Sentry + Witch: Trash own Curses + curse opponents.

Sentry + Throne Room: TR + Sentry = +2 cards / +2 actions / 2x filter (4-card top inspection).

Sentry + Laboratory: Both non-terminal cantrips. Engine backbone.

Sentry + Remodel: Topdeck a Copper, then Remodel it to Estate same turn.

Synergies

  • Chapel: Trash double-act.
  • Smithy: Filter + mass draw.
  • Witch: Curse defense + offense.
  • Throne Room: Double filter for 4-card inspection.
  • Laboratory: Cantrip-cantrip combo.
  • Remodel: Topdeck setup.
  • Workshop / Artisan: Topdeck gain targets.
  • Militia / Bandit: Cleaner draws.
  • TR + Sentry + Sentry: 4 cards inspected = full top-deck control.

Counters & Bad Matchups

  • Trash-empty decks: Once Coppers/Estates/Curses are gone, Sentry's trash effect is dead weight. Cantrip remains.
  • Gardens strategy: Gardens scores by card count; thinning is bad — don't trash with Sentry.
  • Draw-poor supplies: Sentry alone isn't enough. Need Smithy/Council Room/etc.

Related Trash-Drawers

  • Masquerade (Intrigue, 3): Pseudo-trash + card pass.
  • Monastery (Nocturne, 2/Night): Trash up to 1 per gain this turn.
  • Sage (Dark Ages, 3): Conditional draw.
  • Forager (Dark Ages, 3): Trash + scaling coin.
  • Scout (Intrigue, 3): View top 4 + draw VP.

Sentry's "cantrip + trash + filter" three-in-one efficiency outclasses most.

Advanced Tips

When Sentry hits, decision order: Curse trash > Estate trash > Copper trash > weak action discard > strong card on top.

Use phase-appropriate: early thin, mid filter, late topdeck.

Think "what do I want next turn?" Topdeck Remodel + Gold for Province turn.

Second Sentry decision: 1 often enough; 2 stabilizes thin decks. Past thinning, no need.