[Dominion] Fortune Teller Card Guide - Cost-3 Light Attack
Rating of the Cornucopia card Fortune Teller. Cost 3 Action-Attack. +2 Coin / opponents reveal until Victory or Curse on top.
Fortune Teller
Basic Info
- Type: Action-Attack
- Cost: 3
- Effect: +2 Coin. Each other player reveals cards from the top of their deck until they reveal a Victory card or a Curse. They put it on top and discard the rest.
Rating
Cost-3 with +2 Coin (Silver-equivalent) plus a light attack denying opponents draw quality. The attack locks an opponent's next-turn opening to a Victory or Curse.
Biggest strength: "cost-3 Silver-equivalent + attack". Replaces Silver in BM mirrors. Especially nasty after curse-floods (forces re-drawing Curses).
Weakness: probabilistic, weak vs thinned engines (no Estates / Curses left). Strong vs BM, weak vs engines.
Overall B- (between B+ and B-). Solid BM counter / minor attack; unreliable in engines.
How to Play
Open 3-coin slot vs Silver. In BM mirrors, often outranks Silver. Single is enough; multiple redundant.
Mid-game: fire each turn to disrupt opponents. +2 Coin steady contribution.
End-game: opponents' Victory pileup makes Fortune Teller still hit (effect remains active vs increasingly polluted decks).
Effect Details
"Victory or Curse" check:
- Estate / Duchy / Province / Gardens / Duke / Great Hall / Harem → top
- Curse → top
- Silver / Gold / Action → discard
In a 50-card deck with 5-6 VP + 5 Curses ≈ 10-11 cards stuck on top.
Key Combos
Fortune Teller + Witch / Young Witch: curse-spread → Fortune Teller forces drawing Curses.
Fortune Teller + Ghost Ship (Seaside): stacked top-deck attack.
Fortune Teller + Library: self-immunity while attacking.
Fortune Teller + +Buy: +2 Coin enabling double-buys.
Fortune Teller + Ambassador (Seaside): return Estates + force redraw.
Synergies
- Witch / Young Witch: lock curses on top.
- Ghost Ship: top-deck stacking.
- Library: self-defense.
- Chapel: thin own VP/Curse to dodge own Fortune Tellers (in 2P only relevant against opponent's).
- Harem / Gardens / Duke: VP increase compounds attack target on opponents.
- Throne Room: 2× = +4 Coin + 2 attacks.
Counters & Bad Matchups
- Thinned engines: opponent has no VP/Curses.
- Top-deck manipulators: Scout, Royal Seal counter.
- Speed games: minor disruption insufficient.
- 4-player: attack diluted across 3 opponents.
- Mass-draw: Council Room / Library bury the locked card.
Advanced Tips
True value: blocking opponent's thinning. Curse / Estate piles get re-drawn before they can be trashed.
Pair with cursers: curse → Fortune Teller → opponent draws Curses → next turn Fortune Teller again. Lock chain.
Self +2 Coin reliable in BM mirrors.
Multi-Fortune Teller: 1 = +2 Coin, 2 = +4 Coin (Province line). Mostly diminishing returns on attack.
Note: revealed → Moat / Lighthouse blocks attack. Anti-attack boards weaken.
5-6 player (informal) effect compounds, but 2-3 player optimal.