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[Dominion] Jester Card Guide - Random Curse + Card-gain Attack

Rating of the Cornucopia card Jester. Cost 5 Action-Attack. +2 Coin / opponent reveals top: VP=Curse, else gain copy (you choose recipient).

Jester

Basic Info

  • Type: Action-Attack
  • Cost: 5
  • Effect: +2 Coin. Each other player discards the top card of their deck. If it's a Victory card they gain a Curse; otherwise they gain a copy of the discarded card or you do, your choice.

Rating

A unique two-pronged attack. Cost 5: +2 Coin (2 Silvers) + "Curse distribute or card-gain". In the Province phase, "opponent's Province → Curse distribution" is a brutal swing.

Big strength: opponent's deck-content determines effect. VP-heavy decks → Curse; treasure-heavy → you snatch (Gold gain!). Province-phase devastation: turns opponent's Province into "VP + Curse to them".

Weakness: high randomness, +2 Coin is unremarkable for cost 5. Pre-Province phase, Curse-distribution probability is low.

Overall B+ to A. Strong in Province phase, mediocre early-mid. Cost 5 has tough competition (Witch, Gold, Hunting Party).

How to Play

5-coin slot when nothing better. Or for late-game decisive attack.

Mid-game: fire each turn. Provinces revealed = curse spread = huge VP swing.

End-game: disrupt opponent's draws + steal Gold for self.

Effect Patterns

Opponent's top card:

  • Estate / Duchy / Province / Gardens / Duke (VP) → opponent gains Curse
  • Copper / Silver / Gold / Platinum → you or opponent gains copy (you decide)
  • Action card → you decide (good = you, bad = opponent)
  • Curse → you decide (give to them)

"VP = Curse" is strongest. Force Province draws in late game.

Key Combos

Jester + Fortune Teller: lock opponent's top deck on VP → Jester curses.

Jester + Witch / Young Witch: stacked curser.

Jester + Ghost Ship: hand→deck topping makes Jester predictable.

Jester + Library: self-defense.

Jester + Throne Room: TR + Jester = +4 Coin / 2 attacks.

Synergies

  • Fortune Teller: lock top to VP.
  • Witch / Young Witch: curser stack.
  • Ghost Ship: top-deck stacking.
  • Library: self-defense.
  • Throne Room: doubled.
  • Remodel / Expand: convert stolen cards.
  • Smithy: simple draw boost.

Counters & Bad Matchups

  • Thinned engines: little VP/Curse/Copper to hit.
  • Top-deck manipulation: opponent controls top.
  • Speed games: Jester's mid-game value insufficient.
  • 4-player: effect dilutes but Curse spread compounds.

Advanced Tips

Province phase = peak. With opponent VP-heavy, Jester revealing Province → Curse.

"Self-gain vs opponent-gain" rule:

  • Strong card (Gold / Platinum / good Action): self-gain
  • Weak card (subpar Action): give to opponent
  • Copper / Curse: give to opponent (deck pollution)
  • Silver: depends on relative wealth

+2 Coin steady but unremarkable. Province line aid.

Multi-Jester: 2-3 enough; more redundant.

Jester mirror: trades curses, drags game out. First-Jester buyer gains tempo.

Note: Jester is an Attack — Moat / Lighthouse blocks.